View Full Version : Vpr5- April Fool's!


viper275
Apr 01, 2005, 07:13 PM
I thought up a strange idea that seemed sort of appealing, so here it is.
Civ: Rome
Difficulty: Emperor
World: Small 80% continents, the rest TBD
Variant: We are pranksters, in a sense, but our tricks go a bit too far. Nobody is supposed to like us, so if AI attitudes get too high, just check F4 each turn. If they're smiling, drop in and make some demands. As a result, we think that everyone else in the world that is not a citizen of our civilization is stupid because they fall for our tricks, so we may never use foreign workers or artillery (if captured, disband it or sell it to some other idiot if it's a worker.) We must break our deals if possible (don't worry, we won't be able to make many of them) and try to get a GPT/resource/ROP deal if possible, just to break it (so if we could pay 20 gpt or 400 gold, choose 20 gpt.) Phony peace treaties are not just allowed, but encouraged, and there must be at least one per age unless no wars are fought. When we enter the Industrial Age, we must beeline to Espionage or trade our way there (not that anyone would trust us anymore.) If/when we get Espionage, we must build the Intelligence Agency and annoy our enemies, particularly by sabatoging production and making April Fool's propaganda pamphlets :crazyeye: . If we get the chance, we must sabatoge at least one AI build and do one successful propaganda mission. To further trick people, we must be a Republic, or Democracy (so we can have fake elections) at least once during this game. Note: I realize that this is a tough variant to remember. I'm going to periodically post where we are in this variant, but still don't feel too bad if you forget.
Rules: Obviously different. No palace jump, scout/worker resource denial, ship chaining, negative science, mass troop jumping, but I think that's about it. ROP rape and other things similar are, of course, allowed. Please note, though, that although these things are allowed, we don't want to abuse them (like destroying a whole civ in 1 turn because of ROP rape.)

Roster (Full)
Bigfoot
BigNHuge
IroquoisPlisken
Beorn-eL-Feared
viper275

As you can see, I wasn't too sure about the settings except since I'm guessing F1 won't crash in a tiny map (although I admit I haven't tested it too much) because it's usually caused by lots of cities and units, which obviously aren't on a tiny map. So anyway, I was thinking I'd just do this AK-style, but the team could vote on it too (AK-style is when each person can choose one setting. One does size, one does civ, one does difficulty, one does landmass, and one does climate. Then everybody but me will choose the start. See AK7 and AK8 if you think I should choose the start.)

Sirian
Apr 01, 2005, 07:20 PM
That's a pretty creative variant you've got there. :)

Tiny means only a few suckers, though, and not as many opportunities to pull pranks. :lol:


- Sirian

viper275
Apr 01, 2005, 07:28 PM
Wow... the great Sirian posts in my thread! ;)

I agree. Maybe small would work if I did 80% water map. Maybe I'll try that.

Admiral Kutzov
Apr 01, 2005, 07:52 PM
AK7 and AK8 if you think I should choose the start.)
:lol:

danger will robiinson, flee, flee! not a sign up. I've gotta cut back.

Beorn-eL-Feared
Apr 01, 2005, 09:56 PM
I'd enjoy that one, if you will allow me - I have yet to complete a multiplayer/SG/online game of any sort, but I play emperor/DG on a regular basis.
As for my pick, it would go to Russia, my god does Cathy's face look like a total prank to the russians. Were I a russian I'd feel insulted and pranked.

viper275
Apr 01, 2005, 11:27 PM
@Beorn: Welcome. Russia would be good, but I'm not sure if the traits would work well with the variant.
@AK: Well, let me know if you want to jump in later on.

IroquoisPlisken
Apr 02, 2005, 09:01 AM
I'd like to join, as long as we don't play any higher than Emperor. This sounds like a fun game. Can't remember the last time I broke a deal intentionally.

viper275
Apr 02, 2005, 10:34 AM
I was thinking Emperor was about right, too. Welcome in.

eldar
Apr 02, 2005, 11:55 PM
If I weren't already in 5 SGs, I'd sign up... this is silly :D

I'll lurk along instead...

MeteorPunch
Apr 03, 2005, 12:01 AM
make sure to post pictures and quotes of the others civ's all upset after you pulled a prank on them :lol:

Beorn-eL-Feared
Apr 03, 2005, 12:16 PM
Russia would be good, but I'm not sure if the traits would work well with the variant.I wasn't thinking about traits for a second when writing that, but to that russian's prank of a smirk; I guess it is still mine to decide civ, so let's see: hard to make deals with those idiots, and they're stupid enough to want the skin off our backs. Thus self research and good military. So I'd go comm, for the extra gold/beakers, and besides the fact he is military, Julius looks like one of those phony businessmen who'd sell you his mother for yours so he can sell you your mother back for some profit. Hope my thinking isn't too bad in this situation:crazyeye:

Romans it is. I do wish to have Cathy as an opponent nevertheless, so we can piss her pranky face off - if the opponent choosing guy would be kind enough :banana:

BigNHuge
Apr 04, 2005, 04:26 PM
Its been a long time since a SG, i believe the final one i was in was a viper one with AW Vikings, So this sounds fun, Sign me up! id like the second spot please

viper275
Apr 04, 2005, 05:48 PM
@Beorn: That sounds like a great civ.
@BigNHuge: Welcome. I thought you were pretty much gone :) Which setting do you want to choose?
@IroquoisPlisken: You too, which setting?

IroquoisPlisken
Apr 04, 2005, 07:18 PM
OK. I don't think landmass has been decided yet.

How about Continents 80% water?

BigNHuge
Apr 05, 2005, 02:12 PM
This variant seems like itll be a little tought to play out, so Emperor sounds good. (Anything higher would be suicide w/o deals and such).
Man Rome though! I just started a game and guess who is ruling with the iron fist of Caesar! :)
Anywho, i think a Small 6 person map would be great for this, that way, we can get the Great Library, and trick them into doing our dirty work of science :lol:

Bigfoot
Apr 06, 2005, 03:02 PM
I would like to give this a try. Sounds like a close cousin to an AW variant, only with some extra duplicity thrown in.

viper275
Apr 06, 2005, 05:43 PM
Welcome in. Choose the climate, temperature, and age.

I forgot barbs. Is roaming okay?

IroquoisPlisken
Apr 06, 2005, 06:50 PM
Sure, roaming's fine by me. Not to quiet, but not too crazy. ;)

Bigfoot
Apr 06, 2005, 09:58 PM
Let's try Normal - Temperate - 3 billion years old. Roaming barbs sounds good to me too.

viper275
Apr 06, 2005, 10:36 PM
I rolled a bunch of starts, too many looked like bad April Fool's jokes, though. So here are four.

1:
http://www.civfanatics.net/uploads9/vpr5start1.JPG
2:
http://www.civfanatics.net/uploads9/vpr5start2.JPG
3:
http://www.civfanatics.net/uploads9/vpr5start3.JPG
4:
http://www.civfanatics.net/uploads9/vpr5start4.JPG

Everyone but me gets to vote on them... I think. Although if you made me I'd say 4.

Bigfoot
Apr 07, 2005, 10:58 AM
Last night I tried rolling a few starts with these settings (I hadn't yet seen Viper's last post), and on the 5th try I got this one:

http://www.civfanatics.net/uploads9/S5.jpg

On the river with 2 cows, 3 BG, forest and 2 furs visible.

Beorn-eL-Feared
Apr 07, 2005, 01:14 PM
I take it the 3rd BG is right under the settler, so well, great start, and I'd plan a SE or E settler move with the worker going right up to irrigate the cows. That way we get an additionnal city production point that'll last forever and this will be a 4-turner in no time.

Great start :worship:

BigNHuge
Apr 07, 2005, 02:21 PM
i like that start. Fresh water, cattle, bg, furs. Very nice. Almost as nice as my Roman start of my last game. (2 cattle, 3 bg, gold hill, spices)

So who will take the first steps to Roman Supremecy?

Bigfoot
Apr 07, 2005, 02:42 PM
Per the roster, it looks like that honor falls to me. Unless anyone objects, I will play the first 20 tonight and get our settler factory going.

viper275
Apr 07, 2005, 06:11 PM
I think we should use Bigfoot's!

Since that start is, without any question, better than the others, you're probably safe to play it.

Daghdha
Apr 08, 2005, 02:02 AM
Lurker says: I will definetly follow this anti-payback variant and congrats B for the ability to act out your schizophrenia (I will watch you closely ;) ).
@vpr
Game registry still says player needed which, unfortunately, seems to not be the case. I'd sign up anyday on this one.

Bigfoot
Apr 08, 2005, 11:29 AM
T1 4000BC:
- Settler NE (settling directly on the furs loses extra spt bonus); send worker N to irrigate and road the cows.
- Our rivals are Portugal, Babylon, Vikings, Russia and the Byzantines.

T2 3950:
- Rome estbl., starts a warrior; there is another fur S-SE, but also a volcano.
- Research Pottery at max. (due in 13).

T3-T6 3900-3750:
- zzz
<IBT: Wa => Wa.>

T7 3700:
- Groucho starts a circular search pattern.

T8 3650:
- We have incense to the W. and a small lake; seacoast to the SW.

T9 3600:
- zzz

<IBT: Wa => Wa.>

T10 3550:
- Harpo begins searching to the S.

T11 3500:
- zzz

<IBT: Rome expands its borders and grows to size 3.>

T12 3450:
- zzz

<IBT: Wa => rax (prebuild for granary).>

T13 3400:
- Groucho pops a goodie hut and gets barbs. There are wines to the NE and another seacoast.

<IBT: Groucho defeats a barb warrior and promotes to veteran; Pottery => Writing.>

T14 3350:
- Chico goes on MP duty.
- Switch Rome from rax to granary.
- Harpo gets 25G from a goodie hut.

<IBT: Groucho defeats another barb warrior.>

T15 3300:
- We have spices to the SW.

T16-17 3250-3200:
- zzz

T18 3150:
- Groucho kills the last barb warrior.

T19 3100:
- zzz

T20 3050:
- Meet Portugal, they are up BW and CB. No deals possible.

Recap:
- The granary will done in 3 turns, then Rome is set to crank out a settler every 4 turns. The city picks a forest tile on expansion, so you need to do the usual settler factory drill and reassign that citizen to a BG tile to keep it at 5 fpt.

- Typically I build a settler before starting the granary so it can specialize in creating military along with a worker or two. I decided to go with a pure farmers gambit here since this is only Emperor level and none of the AI seem to be close by (saves us 4 turns of food production that way – the equivalent of an extra city).

- I went for warriors instead of archers since they can be upgraded to Legionaries, and the extra unit allows us to uncover the fog more quickly.

- Viper, I was unsure about the proper application of this variant to trade and research. My guess is that we want to make gpt deals if at all possible (naturally, so we can break them!). I didn’t make any demands on Portugal since we only have 3 warriors to our name, but at least they are annoyed with us. If that is against the rules and/or spirit of this variant we can demand BW or CB before hitting end of turn.

http://www.civfanatics.net/uploads9/Vpr5_3050BC.JPG

Roster:
Bigfoot (just played)
BigNHuge => UP
IroquoisPlisken => on deck
Beorn-eL-Feared
viper275

Beorn-eL-Feared
Apr 08, 2005, 12:15 PM
T1 4000BC:
- Settler NE (settling directly on the furs loses extra spt bonus)
Sorry, thought it wasn't only indus civs who can do that :blush:

Bigfoot
Apr 08, 2005, 12:27 PM
Yeah, I think it depends on the civ traits. I tried a test case before playing, and I noticed that the commerce bonus remained intact (consistent with Rome being a Commercial civ). Rome should generate an insane amount of commerce once it gets to size 12.

BigNHuge
Apr 08, 2005, 02:13 PM
Got it, should have it tonight

viper275
Apr 08, 2005, 02:16 PM
Nice set. I love this start, since there are 4 luxuries visible from the screenshot, which I think would be nice to grab soon.

What you did was fine for the variant.

BigNHuge
Apr 08, 2005, 02:19 PM
Would you guys like me to get the luxuries asap?

Rik Meleet
Apr 08, 2005, 02:34 PM
Sorry for the threadjacking.
Welcome Back BnH. :goodjob:
We won the 2 games for you.
BnH01 (http://forums.civfanatics.com/showthread.php?t=94045) & BnH02 (http://forums.civfanatics.com/showthread.php?t=96430)

Beorn-eL-Feared
Apr 08, 2005, 03:30 PM
I think chances are we will be alone to claim spices. Portugueses might be higher up, scouts move fast. So I'd go for incense, first.

BigNHuge
Apr 08, 2005, 03:30 PM
@Rik_Meleet- checked them before, great work! If you'd like, I made BNH01 over again, a little rebirth for me. Its all about bringing a former Ancient power back to glory. Join if you'd like.

ok the post.

Turn 0 (3050 BC)- Open the game, nothing to do. Im under the impression to do 10 turns now. So i will.

Turn 1 (3000 BC)- Harpo is not very popular in this world. He pops Barbarians. Turn luxury to 30% as Rome goes to 5. Writing in 19 now.

Turn 2 (2950 BC)- Unless Portugul popped a city, were in trouble. They are expanding extremely close to us. Harpo defeats a barbarian with 1 hp left.

Turn 3 (2900 BC)- Granary finishes. As known, we are a 4 turn settler factory.

Turn 4 (2850 BC)- Worker roads the mine. Seems like up north the world will be looking a little different to us, as Portugul took and popped their city on a one tile pathway.

Turn 5 (2800 BC)- Harpo sees more goodie huts in the south.

Turn 6 (2750 BC)- Rome goes size 6, settler in one

Turn 7 (2710 BC)- Settler comes out. Im sending him to wines, as they seem to be in the most threat. Harpo popped more barbs. :(

Turn 8 (2670 BC)- Nothing special.

Turn 9 (2630 BC)- A barb walks in our territory. To get our luxury roaded, i gotta risk attacking it.

Turn 10 (2590 BC)- Chico from Puerto Rico wins against the barb. Road will start next turn.

Ok the outlook is that were in good shape. We'll get the wines with good ease, but we must expand west ASAP. If we don't we lose good solid land to the Portuguese. The settler factory naturally goes 4 turn now, but the next person MUST WATCH IT CAREFULLY. I cant stress that enough. A settler will come out next turn. Also, dont send them alone, must use escort as the barbs are getting worse. Especially south and west. Good luck. :goodjob:

No pic as not much changed.

And the Save-
http://www.civfanatics.net/uploads9/Vpr5_2590BC.SAV

IroquoisPlisken
Apr 09, 2005, 05:38 PM
Got it. I should be able to play tomorrow.

Gogf
Apr 09, 2005, 08:15 PM
This looks like it will be an interesting game. Will be interesting to see where it ends up.

IroquoisPlisken
Apr 10, 2005, 03:25 PM
Pre-turn – looks good to me.

IBT – Portuguese warrior attacks a barb across a river and on a hill, and takes just one damage…

2550 (1) – Rome settler->settler. Settler on auto-move to wines walks right into the path of a barb camp…I don’t think they leave their camp if there’s only one, but I’m still worried. Harpo also walks right up to a barb camp…as for our new settler, I’ll think I’ll send him north to block off Portuguese expansion.

IBT – Thankfully, neither of the barbs attacks our units.

2510 (2) – Now here’s a dilemma. I could settle in place, destroying the barb camp, but have the barb pillage the town next turn. We’d lose some gold, most likely, but it’s nothing major. Or I could wait and send up a warrior to destroy the barb camp, wasting several turns…I think I’ll settle in place.
Veii is founded, revealing MORE barbs to the NW. Start on warrior.
Start roading the furs. Have Harpo skip his turn to heal.

IBT – One barb moves SW, the other ransacks Veii, stealing 31 gold.

2470 (3) – Harpo skips his turn again to completely heal. Groucho comes to a dead end…

IBT – The second barb near Veii heads towards it. We will be ransacked again next turn.

2430 (4) – Settler due next turn. It appears it needs no help.

IBT – We are ransacked, and lose 15 gold. Barbs must take half of our gold, I’m guessing.

2390 (5) – Rome settler->settler. Found Antium ->warrior. I send the new settler over to the incense. There’s a barb over there, though, so I’ll have to be careful.

2350 (6) – Harpo destroys the Etruscan barb camp in the south and gets 25 gold.

2310 (7) – Groucho discovers that we are on an island (and another barb camp), unless there is more land to the north of Portugal. Veii will build a curragh when it’s done with its warrior (2 turns). Writing due in 3.

IBT – The furs are now roaded! And there are LOTS of barbs by Groucho…where the new town is supposed to be built.

2270 (8) – not much else.

IBT – the 3 barbs come towards Chico and the settler.

2230 (9) – Veii warrior->curragh. Fortify Chico, and move settler away. Groucho comes in for support, but can’t really do anything…Writing due next turn, move science to gain an extra gold.

IBT – Chico dies, doing just one damage to one barb. :mad: They will pay.
Writing->Philosophy. I don’t know if we want to try for this. We can change it to something else if we want. BW->IW maybe? We’re going to need some breathing room soon.

2190 (is the date supposed to be this strange?) (10) – Rome settler->settler. Antium warrior->worker.
Move Harpo to defend the worker.
Groucho can finish off the barb, but it would be in danger of being killed next turn. The barbs will have to attack across a river, but knowing the RNG, he’ll die without doing any damage, then our settler would be all alone. I’ll let the next player decide what to do about the barbs. I’m thinking of moving the settler S, and Groucho NW to protect him. Then we can maneuver around and eventually settler where ever we want, but be ransacked next turn.
Keep an eye on Rome's happiness, since I lowered Lux when we got furs. I don't know if they are enough to keep lux down to 20% when it's size 5.
I'm not very confident in my city placement (especially Veii), so criticize all you want. Otherwise I'll never learn. ;)

Oh, and I did not do anything evil to Portugal. We can demand something from him this turn, if we want. When should we start purposely making the AI angry?

http://www.civfanatics.net/uploads9/Rome_2190.JPG

viper275
Apr 10, 2005, 04:50 PM
Oh, and I did not do anything evil to Portugal. We can demand something from him this turn, if we want. When should we start purposely making the AI angry?
When they like us. Right now, he looks pretty annoyed by us, so not yet. The demands are simply to make sure we don't have any friends, which probably aren't going to come by anyway.

With this many barbs, we need to build a good military. Besides that, we should probably figure out city placement. As far as the city placement is, it looks like we're doing about CxxxxC. I really prefer CxxC better, but if we do that, we won't have any land left because Portugal will take it (I guess we'd end up with something like CxxCxC or something). So I think we should make it loose to stop Portugal, but then tighten it.

Beorn is up.

Beorn-eL-Feared
Apr 10, 2005, 07:47 PM
Got it, gonna read through and play it now

Beorn-eL-Feared
Apr 11, 2005, 07:45 PM
Sorry, I had computer problems yesterday night - generally reffered to as a lil bro. brb with the turns played ;)

Beorn-eL-Feared
Apr 11, 2005, 08:42 PM
Things I plan on doing:
- tighten up the cities
- increase Rome's population count: extra gold could be useful
- A worker or 2
- Get barracks up
- fix the turn count to be an even number (will send a save at the end of the 50th turn, now is 1 turn short of a multiple of 10, thus the weird date; someone played 1 turn less than should have).

Notes: Veii placement was good because you squeeze in 2 automatic food from the desert, which is good.
- I'll send workers to road stuff up, we need those cities to be "closer" from one another
- I'll settle on the hill NE of the incense and road it up to there with a worker

2190 BC Groucho attacks, Harpo fortifies, budget to 80/10, philo in 15. Rome now makes a worker for the future incense city byu fresh water. Settler towards that spot. Overall micromanagement.
2150 BC Groucho fortifies. Budget to 80/20.
2110 BC Rome worker->warrior. Budget to 80/10. Cumae settled by the lake, a worker is underway for a road to the incense. Rome worker has roaded the bonus grass, now going to road up to Veii and wines. We don't need the extra shields right now.
2070 BC Groucho healed up, moving to a new city's spot by river, we'll have closer coastal cities so I chose river over coast. 80/20 budget.
2030 BC Rome warrior->barracks, used for MP; gonna have a working factory after a bit of micro. 80/10 budget. Harpo is now a veteran, thanks to chubby the Thracian conscript.
1990 BC Budget to 80/20, philo in a stunning 7 turns (it went fast from then ;)) Harpo resting, Groucho out hunting.
1950 BC Groucho kills a 1HP barb, resting before an assault on a Ligurian conscript.
1910 BC Rome rax->worker, next will be 4 turn settlers, as used to be, but with more population = more gold = faster research. Curragh is out and heading north. 1 worker out of Cumae. Portugal learned masonry. Harpo found spices south !
1870 BC Rome worker-> settler. Send Verminus from rome east to explore the country there. Groucho sacks 25 gold off the Ligurians. Portugal sends out a city squad north-west.
1790 BC Verminus finds spices east ! next city is gonna be headed that way.
1750 BC Budget to 30/20, Philo in 1 turn. Rome will be size 5 and will produce a settler next turn. And in 4 turns if micro'ed properly ;) Blue (Babylonian?) border seen afar. Portuguese city squad heading for OUR spices.

TO THE NEXT IN THE ROSTER
-We shouold decide together on what to do with philosophy.
-Don't touch Rome for this turn, but after that you'll have heavy work to do on sharing the cows with Cumae (if you do), and micro it every turn - it is a more shabby 4-turn factory that way, but we research almost twice as fast as when I took it -> we'll get rich :king:
-Settler sent east *will* win the race for spices, so send him far enough that we can backfill the spot with an extra city between rome and the spices. I'd continue roading east for it.
-Groucho might have to do town bodyguard against barbs, so his hunting life might be over.
-Once the incense are roaded, those 2 workers could be more useful if split between roading/tile working.

Picture attached in the next post.

Beorn-eL-Feared
Apr 11, 2005, 09:07 PM
I added several plausible city locations, and I guess we could use that map for future references; I put more than less, I wouldn't intend to use them all myself. 1st priority should be the pink spot, IMHO. Light blue, teal and light green come 2nd to my mind. Light blue could be our only very productive coastal city, so I'd give it special attention.

By the end of the next player's 10 turns, it isn't possible that all but a few cities be connected with furs, incense, wines and spices. That means 0% luxury ... wow. We might want to irrigate around the 2 NW towns to make a bunch of workers from there.

Now for opinions: we have a 4-turn factory, now we need workers and warriors. I've waited long to trade for writing in the hope of another civ, and we have got one. The next moves will most surely give us a few brilliant Xfers off our monopoly on writing, philosophy and ... what other tech, CoL?

I say we take CoL and head for republic at minimal speed, using our gold to buy stuff off babs and ports, and eventually buy units and upgrades but that's just me, you guys might want to hurry more for republic, or beeline to currency.

Just don't forget to have fun ;)

Bigfoot
Apr 12, 2005, 11:17 AM
I agree with taking COL, then researching Republic. We should be able to trade for BW and Iron, then start putting out some Legionaries. I haven't looked at the save yet, but it sounds like we are short on workers (especially for this variant where we are not allowed to keep any slaves). I am at work so I cannot really look at the dot map yet. One spot we may want to consider is the mountain 3 NW of Rome (on the lake, and it gives us cxxc spacing to 4 other cities).

viper275
Apr 12, 2005, 07:49 PM
Sorry I missed this. Got it.

IroquoisPlisken
Apr 13, 2005, 11:42 AM
Great job, Beorn! I haven't looked at the save, so I won't comment on what to get with Philo.

But that's probably the Mayans. They are blue (at least in my games), while Babylonians are red (darker than Rome, I think).

Beorn-eL-Feared
Apr 13, 2005, 01:42 PM
Babs alternate color is dark blue, and we happen to be red :p

viper275
Apr 13, 2005, 05:01 PM
Preturn- Rome will riot if I don't put lux to 30%, I think.
IBT- Portugal drops in and demands Writing. I think he's bluffing, so no thanks. Henry backs down. Philo--> CoL --> Republic. Science to 10%. Rome Settler-->Settler, Veii Worker-->Barracks
2
Contact Babylon. Get Bronze Working, Masonry, and Ceremonial Burial from them for Writing and 32 gold. I don't want Babylon to trade with Portugal, so pay them 61 gold and Writing for Iron Working. Neaopolis is sitting right on iron, so we need a road there ASAP.
IBT- Neapolis Barracks-->Legion
3
IBT- Cumae Barracks-->Warrior. Portugese start Colossus.
4
Groucho raids a barb camp and is elite now. Found Pompeii next to the spices, start Barracks.
IBT- Rome Settler-->Settler
5
Send the settler to Beorn's turquoise dot, which Portugal will settle if I don't.
IBT- A barb shows up. I doubt this will work...
7
IBT- Cumae Warrior-->Warrior. Henry builds an embassy.
8
Found Pisae on Beorn's turquoise dot, start Barracks. Warrior near Pompeii dies.
IBT- Rome Settler-->Settler. He'll go to the light green dot to make sure Portugal doesn't take it. Road to Neapolis is connected, Cumae changes to Legionary. Pompeii is ransacked.
10
Move a worker to build a road where the barbs are and discover they're back!

Bigfoot
Apr 13, 2005, 06:56 PM
Looks like we are in good shape here! Got it.

Bigfoot
Apr 14, 2005, 12:20 PM
Viper-5 1500BC

Pre-turn:
- Cities look good. We have 134G, make +13 gpt, Republic is due in 41 turns.
- Our forces consist of 1 settler, 5 workers, 6 warriors and 1 curragh.
- Portugal and Babaylon are both up TW, but down Phil. and COL.

<IBT: We lose a worker in NW to a barb; barb horses are showing up.>

Turn 1 1475:
- Move warriors around to protect workers from barbs. Pompeii will be sacked, but it cannot be helped.

<IBT: Barb sacks Pompeii, progress on rax is lost; Antium rax => legionary.>

Turn 2 1450:
- Move a warrior back to Rome and upgrade to legionary.
- Upgrade Groucho to legionary (we need some muscle to deal with the barb camp on the light green dot).

<IBT: Rome settler => settler.>

Turn 3 1425:
- Kill a barb horse.
- New settler is heading for the dark blue dot S-S-S-SW from Rome.
- Groucho and settler hole up in Neapolis for the turn (2 barbs are next to the city).
- Warn Henry to withdraw settler pair from our lands.

<IBT: Groucho defeats barb horse; Portugal and Babylon both start Pyramids.>

Turn 4 1400:
- Groucho and settler headed for the light green dot.
- Harpo and settler headed for the dark blue dot.

<IBT: Veii rax => legionary.>

Turn 5 1375:
- Groucho pops barb camp for 25G; settler follows him to city site.
- Upgrade another warrior to legionary.
- Harpo and settler move into place.

<IBT: Neapolis legionary => legionary.>

Turn 6 1350:
- Ravenna founded on light green dot.
- Haspalis founded on dark blue dot.
- Upgrade another warrior to legionary.
- Make deal with Henry, get TW for 8 gpt (I have no intention of honoring the deal). I follow up with a move or declare ultimatum, but Henry backs down.
- We have horses by the orange dot.

<IBT: Rome settler => settler; get the message for the FP.>

Turn 7 1325:
- New settler headed towards the medium blue dot.

<IBT: Cumae legionary => legionary; Pisae rax => legionary.>

Turn 8 1300:
- Move some legionaries into position to sneak attack Portugal next turn.

<IBT: Get ultimatum from Henry to move or declare, and we are at war.>

Turn 9 1275:
- Legionary kills a warrior, triggering GA.
- Lose a legionary attacking Guimaraes; second one kills the spear but redlines (a fresh spear is underneath).

<IBT: Portugal sends a lone sword towards us; Rome settler => legionary.>

Turn 10 1250:
- Move new settler and legionary to Pisae, headed for the orange dot.

Recap:
- Rome is building a legionary before the next settler to avoid dropping to size 3 (settler completes in 3 turns during GA).
- I don’t like triggering a despotic GA, but Republic is still a long way off and our mighty legions can handle Portugal pretty easily. Anyway, we are required to break any gpt deals, I figured we might as well do so before paying out any more gpt. Both Babylon and Portugal are pretty pissed off right now, which was my intention.

http://www.civfanatics.net/uploads9/Vpr5_1250BC.JPG

Roster:
Bigfoot => just played
BigNHuge => UP
IroquoisPlisken => on deck
Beorn-eL-Feared
viper275

BigNHuge
Apr 14, 2005, 03:19 PM
this is my got it

viper275
Apr 14, 2005, 03:55 PM
Bigfoot, I agree with your decision to attack Portugal. I'm not exactly sure why, but everyone on this continent is really weak, so we might as well conquer it early.

And just to remind us of what's been done:

Check for happy AIs and GPT/resource/ROP deals.

Do you have any foreign workers or artillery? AFAIK we don't.

Phony peace treaty done for this age? No. Portugal? Or maybe Babylon?

Got Intelligence Agency? No.

Have we been a Republic/Democracy? Not yet, but we will be.

And IroquoisPlisken is on deck.

IroquoisPlisken
Apr 14, 2005, 04:12 PM
Yep, I agree with the war. But I like early wars anyway. :) With our Legions, Portugal and Babylon will not take long.

Oh, and to Beorn, I see I was wrong. :)

If Big can get his turns up by tomorrow, I can play tomorrow afternoon, but otherwise, I won't be able to play until Monday or Tuesday. A friend is coming to visit, so I won't get any time to play, most likely. Unless he doesn't mind me playing.

BigNHuge
Apr 14, 2005, 06:17 PM
@iroquiosplisken- I should have it tonight, as im going somewhere tomorrow.
@the team- Our conquering of Portugul is with out a doubt going to happen, but were gonna need a bit of a bigger force to deal with babylon. I dont like attacking another civ who can have a GA around the same time we can. :( (Bowman are pretty dang sweet.)

BigNHuge
Apr 14, 2005, 07:09 PM
Turn 0 (1250BC)- The only thing I did was i upgraded a warrior into a Legionary in Pisae.

IBT- A Portuguese sword attacks the legionary near Oporto. He holds and goes veteran. He wins for the Boys back home, the 2 defensive men in towns. :) Pompeii Barracks->Legionary. A barb will have an easy walk in to Neaopolis, nothing can be done in time.

Turn 1 (1225BC)- I send one of the legions in Pisae to deal with a barbarian camp right next door. Position only one legion in attack range of Guimaraes. The other one is going to heal. Found Viroconium. Nothing else to do.

IBT- I notice that i hit shift enter on a settler in a town that i didnt think was safe to move just yet, and of course didnt get to attack with our legion up north. :( Cumae is pillaged, losing our work on legion. Antium Legion-Legion.

Turn 2 (1200BC)- *The assult on Guimaraes*- Before I start this i have to note that i had to whip a legion in Neapolis to calm the barb threat, we should be ok for 2 turns from now, a barb walked in on the IBT and cant be helped, we cant lose gold/work everyturn. Back to the assult. The legionary attacks and wins, goes elite, and exposes their next line of defense, the dreaded... warrior. What is up with these countries, are we playing Warlord! *The assult on Oporto*- The Legionary finally gets his wish to attack and he wins flawlessly, ahh but another one of them spearmens be behind him. Better than seeing an all warrior defense. :D The removing of the barbarians in the east went smoothly, and a settler will be in position rrll rrll soon. Troop movement, etc.

IBT- A portuguese sword kills a retreating legion, he'll die next turn! Barbs sack viroconium for a whoping 8 gold. Neopolis Legion->Legion. Rome goes size 5.

Turn 3 (1175BC)- *The assult on Guimaraes*- The Elite legion attacks and destroys the city, it was size 1 no culture. 2 workers come to us from a settler, I kill them with a vengence for our falling legionary. OMG THAT SWORD IS THE LUCKIEST SOB EVER, HE KILLED AN ATTACKING 4/4 LEGION!!!!!!! *The assult on Oporto*- The RNG hates me today. I swear. The legion dies to a sword behind a 1 city. This is too frustrating.

IBT- Rome Legion->Legion.

Turn 4 (1150BC)- *The assult on Lagos*- A portuguese city in OUR LANDS. This will not stand, i hope. The spear dies, leaving a half-dead warrior all by himself. Found Lugdunum. Set to barracks.

IBT- Hispalis Barracks->Warrior, linking the city up now.

Turn 5 (1125BC)- *The assult on Lagos*- It goes swimmingly, but almost failed as the warrior redlined our legion before i took one hp off him. But its gone now, so no worries. Various troop movement. But, im going to stop here because we have a decision to make.

We can break this right away but i thought i should run this by you guys first, ill pass up my last 5 turns to the next guy, because i got homework/rl playing me right now (actually at 8:30). The decision is this. I dialed up Henry to see just what we could get. We can get for peace, Horseback riding and 59 gold for peace, or we can get peace and Oporto. This decision should be made by the group. MDa Save (http://www.civfanatics.net/uploads9/Vpr5_1125BC.SAV) y first thoughts were to take the techs, then break the peace, and really p them off good.

Da pic-
http://www.civfanatics.net/uploads9/Rome_1125BC.jpg
And Da Save-Da Save (http://www.civfanatics.net/uploads9/Vpr5_1125BC.SAV)

Beorn-eL-Feared
Apr 14, 2005, 07:39 PM
We might as well take the city and hurry our legions up to their pitiful last city, as far as I'm concerned. It'd break our rep too, whjich is good.

Bigfoot
Apr 15, 2005, 12:39 AM
Big - Nice job taking it to Portugal :hammer: . I agree with Beorn, we can take Oporto for peace and then grab their last city shortly afterwards (fulfills our 'false peace treaty' for this era). We shouldn't have much trouble getting HBR later on. We can always trade Babylon COL for it, then wipe them out too. :evil:

IroquoisPlisken
Apr 15, 2005, 02:23 PM
Alright, I'll take the city and whatever gold I can get from him...let redeclare. :D

I'll have the turns up later this afternoon.

IroquoisPlisken
Apr 15, 2005, 04:01 PM
Pre-turn – Make peace with Portugal for Oporto and 20 gold. Heh. There are 2 workers and that 3/4 Portuguese sword that are stranded on our side of the island, since there’s no way past Oporto! :evil: Trade Philo to Babylon for HBR and 55 gold. This way he’ll start the Mausoleum, which means that much fewer units for us to deal with. Trade Philo to Portugal for 39 gold.

1100 (1) – Ravenna curragh->worker. Viroconium warrior->curragh. Raise Lux to 10% to keep Rome from rioting. Destroy the barb camp by Cumae, but we still have 2 barb galleys to deal with. Kill one with our new curragh losing 1 health (I always thought curraghs had 0 attack... :confused: )

IBT – Barb horse appears SW of Hispalis.

1075 (2) – Rome Legion->settler. Veii Legion->worker. Cumae Legion->Legion. Portugal now has Map Making. They will offer it for CoL and 290 gold. Maybe right before I attack you…Start new curragh on a suicide run West off the coast of Ravenna, and see a hint of new coast. Send the other curragh in that direction and see land! Move Harpo in Hispalis to protect our workers. The city is now undefended, but I feel the 2 workers are more important.

IBT – Horse pillages Hispalis and kills some villagers, bringing it down to size 1. A curragh is lost at sea…of course it has to be the one within reach of the new land…

1050 (3) – Antium Legionary->worker. Hispalis warrior->warrior.

IBT – Other curragh is lost.

1025 (4) – Rome settler->Legion. Pisae Legion->worker. Move a Legion into Portuguese territory.

IBT – Henry says our Legionary smells worse than spoiled fish, then asks us to move him immediately. Oh I’ll move him alright…right into Lisbon!

1000 (5) – Veii worker->worker. Antium worker->Legion. Now Babylon has MM too…Hammurabi offers MM and 10 gold for CoL, while Henry only offers MM. Trade with Hammurabi. Move worker towards spices.

IBT – Henry asks us to leave. Nah. His sword in our territory attacks and kills a Legion on a hill, taking just 2 damage!

975 (6) – Ravenna worker->galley. Kill the sword losing 1 hp.

IBT – Sword leaves Lisbon, but doesn’t attack us.

950 (7) – Rome Legion->Legion. Cumae Legion->Legion. Pompeii Legion->worker. Worker starts roading the spices, done in 6 turns. Found Lutetia ->barracks. Capture the 2 workers by Oporto and disband them for a total of 4 shields.

Assault on Lisbon: 4/4 Legion dies redlining but promoting the first spear. The second 3/3 takes one damage killing a reg spear. Bring another Legion up for next turn.

IBT – Sword that left Lisbon attacks our Legion and dies, but takes 2 hp off.

925 (8) – Pisae worker->worker. Upgrade warrior in Hispalis for 60 gold to deal with the barb.

IBT – Barb dies pitifully attacking Hispalis.

900 (9) – Rome Legion->settler. Next person can change this if they want. Veii worker->worker (same with this). Lugdunum barracks->worker.
Harpo destroys a barb camp in the SW. Barb camp has appeared north of Neapolis, so I send a Legion there. If we do build another settler, settle there.

IBT – One of the barbs heads towards Neapolis. Byzantines complete the Oracle in Constantinople.

875 (10) – Kill barb with Legion who is redlined! (crazy RNG) Kill another barb West of Hispalis and promote to Elite. Destroy a barb camp South of Lutetia for another 25 gold.

Assault on Lisbon: Vet Legion is redlined but manages to kill an Elite spear! 2/3 Legion dies redlining a spear. I’ve still got a 2/4 Legion left, but I stop the attack for this turn. Move Groucho and a vet Legion to attack next turn. Sorry but I can’t resist playing another turn.

IBT – A sword from Lisbon attacks Groucho and brings him down to 2/5.

850 (11) – Rome settler->Legion. Pompeii worker->galley.

3rd Assault on Lisbon: Vet Legion attacks and is brought to 2/4, but promotes. Lose a 2/4 Legion but Groucho kills a vet spear, taking just 1 damage, but is now redlined. A warrior is now showing, but all that’s left is a 1/4 Legion!
OK. One more turn. I HAVE to finish off Portugal before I stop…

825 (12) – Antium Legion->Legion. Cumae Legion->Legion. Pisae worker->worker.

Final Assault on Lisbon: 3/5 attacks and kills warrior, losing 1 hp, and Lisbon is finally mine—er, ours. Also capture a settler. The Portuguese are now destroyed. Disband both slaves.
Destroy the barb camp North of Neapolis, promoting the Legion. The spices are now hooked up.

Sorry I played 2 extra turns, but I wanted to kill off Portugal first.
We’ve got to get some galleys and start exploring. Even the barbs had galleys before us! I think we should rush a galley in Oporto for 1 citizen and send it up to the land NW of Ravenna. Hopefully there’s a civ up there.
Once the Legionaries heal, we should probably go right into attacking Babylon, unless we don’t want to trigger their GA.
There's also a settler South of Neapolis that's heading to settle the land to the north of Neapolis.

http://www.civfanatics.net/uploads9/Rome_825.JPG

Below is the priceless moment when Henry realized he was doomed. :evil:

viper275
Apr 16, 2005, 12:11 PM
Beorn is up. But if this gets back to me soon I have no idea of whether I can play it or not

Beorn-eL-Feared
Apr 16, 2005, 05:45 PM
Alright, got it. I guess we now need to consolidate our island from the babs and switch to settlers and workers until the whole thing is up and prosper. Gonna be fun.

By the way, a trick with sending units to explore at sea: fortify them on a corner of the known shores, and the next turn they'll have explored one further square. Not that those curraghs were much of value around here anymore, but hey, it can always be of use.

Beorn-eL-Feared
Apr 16, 2005, 07:47 PM
It is my opinion that the babs should be terminated with extreme prejudice. As long as we are alone, we need no real military force, which will be a huge hand with our imminent republican status.

We have no financial need for barbarian camps, thus I will keep the southern peninsula scouted for no pesky respawn.

the 8 legionnaries that are currently up front should be enough for operation deser ... errr ... mountain storm (it sounded too familiar :wallbash:). I keep producing legionnaries in cities that will get them in 1-2 turns, others are switched to granaries. When I said workers, I meant business.

825 BC Pre-turn said above
800 BC Neapolis Legion->Gran, Hispalis Legion->Temple.
775 BC Rome Legion->Settler, Lugdunum worker->Gran. Troops are almost fully healed in Oportò. A bunch of irrigating workers.

IBT Golden age end.

750 BC Fully healed troops fortified outside the babylonian border. Our troops:hammer:
730 BC Pisae wroker-> Granary; Pyramids and Colossus are constructed by Rowskies and Byz. Operation Mountain Storm has commenced with Marcus attacking a bab warrior over a volcano, retrieving a worker that way and giving our legionsroom to enter babylonian territory. Sounds like the war won't be too tough as there are no bowmen around.
710 BC Rome Settler->Legion, settler sent towards 1SW of the old portuguese ruin. Groucho, Baffus and Mordicvs capitalise over Ashur, all 3 are now elite.

IBT Worth mentionning: A minoan conscript 1-1-1 fool attacks a fortified veteran legion on a mountain. The latter is hereby called Goliath ... David does not always win.

825 BC Veii Worker->temple, Virconium Galley->Harbor. The said galley is sent out at sea and fortified so as to receive barb attacks when fortified, not when running.

IBT The predictable barbs both attack the galley and it survives without a notch. The stupid babs send 4 men and a settler out in the desert, unfortified. Our men attack, 1 loss and one promotion. Niveneh is about to fall, guessing that was the bulk of the counter-attack.

670 BC Our men attack, 1 loss and one promotion. Niveneh is about to fall, guessing that was the bulk of the counter-attack.

IBT Babs send another settler out, escorted by a warrior. Brutus barks and bites and brings 2 workers home.

650 BC 2 Legions move outside Niveneh.
630 BC Found Brundisivm, it's building a harbor. Troops outside Niveneh wait for reinforcements to attack, 2 more legions arrive by.

IBT Babs offer peace, we ask Niveneh, they refuse, we take Niveneh.

610 BC Cruel loss of one elite Legion. THEY SHALL PAY ! Send one galley out at sea in the west
590 BC Pompeii Galley->Harbor. Our western galley scout survives. Horses connected.

I played 11 turns, so if the next 2 guys do the same we'll be back to even numbers on the cycle.

I suggest leaving legions fortified there until they all can march on Babylon, just in case. Not that 5 legions shouldn't be enough, but we don't have much to gain by rushing in anyways.

I also suggest using Antium for forbidden palace, after having it build granary->worker. It has a bit less shields but much higher gold output potential than Cumae, which would be the second wise guess I think.

Beorn-eL-Feared
Apr 16, 2005, 07:54 PM
Apart from a couple spots down our south, I don't think there is much to be settled on, in the Babylonian lands and in the western continent. Maybe we should put a phony city somehwere near where the 1st bab city was taken, with a temple, just so no one comes to settle it ... but we have got time for that.

I don't think risking galleys and settlers out at sea will do us much good, since we won't have it connected for ressources before Navigation. I guess it would be a good idea to send a horseman or two there, however, just to scout the lands.

Last speculation: how would you guys feel about settling one city W-SW of Rome to get a close-by core city that can pump out a lot of shields - so some we can build up a naval armada in a reasonable time?

BigNHuge
Apr 19, 2005, 07:18 PM
Who is up? I dont want this going under

viper275
Apr 19, 2005, 08:29 PM
It would have been Bigfoot since I was unsure but didn't post, but I can play it soon, so got it.

Beorn-eL-Feared
Apr 19, 2005, 08:33 PM
Viper Himself, if I'm not mistaken, with BigFoot on deck.

IroquoisPlisken
Apr 20, 2005, 09:20 AM
Bigfoot => on deck
BigNHuge
IroquoisPlisken
Beorn-eL-Feared => just played
viper275 => UP

Beorn-eL-Feared
Apr 21, 2005, 01:12 PM
:wavey: Skip me up to Tues 26th, then I'll be back and report for duties :salute:

viper275
Apr 21, 2005, 02:43 PM
I'm not sure if I can play it soon, so I think I need to be skipped too. Sorry, I'm really busy right now.

Bigfoot
Apr 21, 2005, 03:53 PM
No worries Viper, I will play the next set. Today is my wedding anniversary, so Mrs. Bigfoot takes priority over Civ (that is, unless I don't want to see the next one ;) ). I will play it tomorrow night.

**** Got it. ****

Bigfoot
Apr 23, 2005, 12:57 AM
Viper 5 – 590BC

Pre-turn:
- 1154G, +37gpt, Republic in 3.
- We have 14 workers, 2 warriors, 2 galleys, 16 legionaries.

<IBT: Rome settler => settler; Cumae granary => CH (placeholder for MP).>

T1 570:
- Galley explores due E. of Pompeii.
- Legion kills a sword by Ninevah.

<IBT: Antium granary => FP.>

T2 550:
- E. galley survives turn at sea, spots Russian borders.
- W. galley contacts Vikings, they are up Myst, Math, Lit.
- Just realized that we have several slave workers, not permitted in this variant. Disbanded for shields.

<IBT: warning from Vikings to leave (yeah, whatever); Republic => Math (research turned off – will trade for it later).>

T3 530:
- Baffus cuts down a Bab. Sword.
- Meet Byz., they are up same techs as Vikings are; hold off trades until we meet Russia too.

<IBT: warning from Byz.; Rome settler => settler; Oporto galley => worker.>

T4 510:
- Legion kills a sword in Babylon, promotes to elite.
- Mordicus dies attacking a spear.
- Groucho kills the spear.
- Kill a sword, and Babylon is ours along with M of M; disband a captured slave.
- Meet Russia, up same techs as the other two civs.
- Trade Vikings Repub. For 272G, Lit. and Math.
- Trade Russia Repub. For 58G, Myst. And Constr.
- Research changed to Currency, but revolt initiated for Republic. Get 7 turns of anarchy. :cry:

T5 – T9 490-410:
- Not much happening: lose a galley attempting ocean crossing to lands NW of Ravenna; Syracuse is founded in 470BC; we clear a barb camp.

T10 390:
- Caeseraugusta is founded.

<IBT: We become a Republic.> :dance:

T11 370:
- Switch Rome to CH (prebuild for MP).
- Switch Hispalis to library.

<IBT: zzz.>

T12:
- Russia learns Poly.

Recap:
- 1668G, -25gpt, Currency in 3.
- Babylon is dead and we are now a Republic. FP is being built in Antium.
- Probably we should switch some other builds to MP once Currency comes in.
- Have met all of the other civs (rated strong against all comers).

Roster:
Bigfoot => just played (swap with Viper)
BigNHuge => on deck
IroquoisPlisken
Beorn-eL-Feared
viper275 => UP

viper275
Apr 23, 2005, 10:02 AM
Okay, thanks, I have a bit more time now. Got it.

viper275
Apr 23, 2005, 10:41 AM
Preturn- Change Rome and Cumae to libraries, since there isn't any corruption there. It would be nice if we could fill in some land, too, but not right now... Oporto starts library for the culture, and change the other places to that.
IBT- Lisbon Galley-Courthouse
1
Sacked a barb camp near Lisbon
IBT- Lutetia Granary-Library Ravenna Galley-Courthouse. Byzantium riots, hire a tax collector and build a road there.
2
IBT- Pompeii Harbor-Granary. Byzantines complete Great Library. Currency --> Polytheism. Get a Scientific Great Leader! So, what should we do with him?
3
Everyone's in the Middle Ages, buy Polytheism for 219 gold from Russia and we are, too. Start Feudalism. The Byzantines have Engineering. Keep da Vinci in the capital so we'll decide what to do with him later (rush a medieval wonder?)
IBT- Neapolis Granary-Library Pisae Granary-Library. Lose a galley exploring (not the ones already on the other continent).
6
IBT- Rome Library-Marketplace Caesaraugusta Worker-Barracks. Russians and Byzantines start ToA.
7
Byzantines have Feudalism. Same with the Russians, who have Engineering and Feudalism. The Vikings, however, have nothing. Lux to 20%, science to 70%.
8
IBT- Feudalism-->Monotheism. Science to 80%.
9
Theodora looks too happy, drop by and demand Engineering. Now they're Cautious.
IBT- Cumae Library-Marketplace Hispalis Library-Marketplace Syracuse Worker-Worker.

BigNHuge
Apr 23, 2005, 11:23 AM
Ill have some RL issues today, and cant get till tomorrow.

Beorn-eL-Feared
Apr 23, 2005, 12:16 PM
As I see it, we have a totally impeccable defensive of distance, so we need to settle 2 or 3 more spots on our land (deny drops) and then we could go beeline for banking, so as to get our economy rolling. Faster boats will help, too.

I'd skip chivalry, since it is a tech we can later buy from the AI. We could also send our legions to start messing around with Cathy (I have a thing against her).

BigNHuge
Apr 23, 2005, 02:50 PM
Yeah, beeline for banking will be good. Ill play either tomorrow/Monday, I have a project due monday and gotta work on it.

Bigfoot
Apr 24, 2005, 02:22 PM
Which victory condition do we want to pursue?

BigNHuge
Apr 25, 2005, 06:25 PM
Sorry, more real life caught up with me school wise, Pre-Calc+Adv.Biology+GlobalStudiesProject=GG free time
But all work and no play makes big hang himself, so will play tomorrow.

BigNHuge
Apr 26, 2005, 06:53 PM
Got it, will have tonight.

BigNHuge
Apr 26, 2005, 07:22 PM
Im not gonna give a turn log per-say, but ill give you the highlights of my turns.
Turn 5- Mono comes in. I could trade to Russia for Engineering and 100g and 20gpt, but that would make them happy.
Turn 9- Forbidden Palace finishes in Antium, boosting our gpt to a whopping -36 gpt, down from -42gpt. It helps.
Turn 10- Settle a town in the south. Barbs up north. Consider them SACKED!

I was gonna make some excuse for not putting a turn-log, but hey, there really wasnt anything happening, cept worker actions/sploring/mm/a we bit o barb thrashing. I know you wont be mad.

P.S.- Did anyone know there was a Byzantine/Viking war?
P.P.S.- I think we should use that SGL to rush either Smiths or save it for ToE, because we arent gonna get much help from other civs science wise, although Russia would sell herself for our Monothesiem.

BigNHuge
Apr 26, 2005, 07:27 PM
Da Save (http://www.civfanatics.net/uploads9/Vpr5_70_AD.SAV) I thought a save would be a nice touch :D

P.P.S.S.- No pic, nothing different. Rome is down to size 7 because i made two settlers, ones still lurking somewhers.

Beorn-eL-Feared
Apr 27, 2005, 09:29 AM
SGL ! :dance:

I think we have to first ask ourselves what wonders would help us most. We have 4 luxes for ourselves as I recall, so Sistine, Bach and Shakespeare's are no necessities.
We'll need a lot of science boosts, so Newton's, Copernicus, Smith and ToE would be priorities to my eyes. We could start a pre-build for Copernicus in Antium (gold mountain, river, lux) and later, another one for Newton's.
I'd leave our SGL on stand-by for those 2 and use him to rush ToE if we managed to get the 2 others without incident. Smith should be pre-buildable, no? I've rarely been beaten to Smith myself below emperor when I wanted it, so I might be biased here.

What do you guys think?

I can't wait for my turn in this one :cool:

Bigfoot
Apr 27, 2005, 10:57 AM
That is why I asked which type of victory we want. If we are going for conquest or dom. we should be able to wrap up this game up with cavs. In that case ToE and Hoover won't be a factor, so I would use our SG to rush Smith's. Saves us 600 shields, and we know we will want MP and banks in all productive cities. On the other hand, we may want to go for space (hey, gives us more time to be jerky with the AIs!) or some combined VC. Then I would prebuild ToE and use our SG to rush Hoover (800 shields versus 600 for ToE).

Either way this game looks to be in excellant shape.

IroquoisPlisken
Apr 27, 2005, 03:28 PM
Sorry, I'm going to have to be skipped. I don't have the time tonight, and can't play tomorrow or Friday, either. I've going down to Canton, MA on Friday for the New England Math Competition. Leave at 7:30 a.m., don't get back until 11:00 p.m.

Bigfoot
BigNHuge -> just played
IroquoisPlisken -> skipped until Saturday
Beorn-eL-Feared -> up
viper275

Beorn-eL-Feared
Apr 27, 2005, 05:48 PM
Might I ask on what level is that competition? I did quite a few of those before entering university, and the Putnam doesn't have all that groove the lower level comps have.

Got it.

Beorn-eL-Feared
Apr 27, 2005, 06:47 PM
Oh my !! Theodora must have had an uprising in her sexual appetite, she is *gasp* polite towards us. So I barge in and say hey 'Dora, why don't you show me how to make a f'kin bridge so I sexse you up under one.

She declines and is annoyed. Good for her.

Pre-Turn: A good couple changes here and there to productions, most are aqueducts (unit support demands it) and courthouses(better than library in the most distant towns).
Trade Monotheism for some 20gpt + 244g and engineering. Cathy has a monopoly on Invention so I won't go there: we don't need it at all right now. Theology in 4 turns at a (slight) gain, 80/20 is the most we can do.

T4:
Theology gives us A SECOND SGL ! Working on education at 80/20 still, at a slight loss. Once marketplaces are in, we probably won't lose that much anymore.
Cathy wouldn't trade invention to us for theology, so I conclude she is as brilliant as she is beautiful to turn down such an offer.

T10:
Banking due in 7. Pre-build for smith's is working handsomely in Rome. I sent Leonardo DaVinci out to drink some wine near Antium, I heard it's a good year. Once that city is done building its library and university, I would definitely rush Copernicus' in it. No question about it.

2 settlers are set to auto-move (sorry !) to new spots where they will consolidate the whole of our continent. Whether we make more to populate other continents shouldn't be up to me only.

Right now we need the NW chopped and irrigated, the SE mined and roaded. Uni support is heavy so I disbanded the 2 warriors we had left and didn't press on getting more workers. Our military is strong/average at the moment, so it's all good.
Cathy would want 500 gold and Theology for her Inventions, so I tell her that WE have the original Leonardo DaVinci, and she can keep hers for herself.
The NW islands sound pretty promising as far as ressources are concerned, but unless we flip to democraty, OCN will hamper us more than it will help. Only reason we'd go there is to secure whatever ressources it might hide. It has 3 visible horses yet, many hills and some desert, so maybe slatpeter...

Beorn out

viper275
Apr 27, 2005, 07:27 PM
Got it. What should we do with a second SGL? Maybe we could rush Hoover Dam and Theory of Evolution?

Beorn-eL-Feared
Apr 28, 2005, 09:09 AM
The way things are going, Dora will outpower Cathy but we will be further ahead in tech at all time. With Coper and Newton's in Antium, that city should be able to produce a 150ish beakers a turn, which will allow for a lot of 4 turn techs.

Soon we won't be able to trade for techs anymore, the AI's will fall way behind. IMHO the next logical step will be to build a naval fleet of Caravels, sentried on the east coast. Then we fill them up with cavalry and break some stuff.

I doubt we need to go for cathedrals, marketplaces should suffice. Once everything is roaded, happiness problems shouldn't be too bad.

Bigfoot
Apr 28, 2005, 10:08 PM
I have a RL conflict and won't be able to play for the next 3-4 days. Please skip my next turn if it comes up then.

viper275
Apr 28, 2005, 11:42 PM
Played 9 turns to get the date right. I also was in a bit of a hurry when I played this (will be busy until Sunday if this gets back to me), I realized around turn 3 that I forgot to record what I built, but I think I did okay..

3
Found Jerusalem, start harbor.
IBT- Antium Library-University
4
IBT- Lutetia Settler-Marketplace
5
Found Tarentum, start harbor.
6
IBT- Banking --> Economics. Turn down science so it's due in 10, so it will work with the prebuild. Ravenna Library (I think) - Harbor.
8
IBT- Theodora drops by and demands Theology. No way! She backs down. Palmyra riots (oops).

The roster:

Bigfoot: Skipped
BigNHuge: Up
IroquoisPlisken: On deck
Beorn-eL-Feared
viper275: Just played

And here's what we still have to do:

Check for happy AIs and GPT/resource/ROP deals (I noticed Russia will accept GPT. When we make the deal for invention, perhaps then?) Do the phony peace treaty this age, probably at cavalry.

IroquoisPlisken
May 01, 2005, 10:06 AM
Might I ask on what level is that competition? I did quite a few of those before entering university, and the Putnam doesn't have all that groove the lower level comps have.

I'm not quite sure I know what you mean, but I'm a Junior. It was the New England competition, and the only higher one I know of is the Nationals. I didn't score high enough to qualify for that, but I wouldn't have wanted to go anyway. I would have had to travel back down to Canton, MA today for practice. :crazyeye:

Now, back to the game. I'm guessing we'll attack the Byzantines first. We'll need Astronomy ASAP since the Caravels will be able to travel over there without feer of sinking. Maybe we should make a city on the island with the wheat to act as a base.

Have we decided what to use our 2 SGLs on? (still can't believe we got 2 SGLs. I think I've only got 1 total in all my solo games. :crazyeye: )

Abaddon
May 01, 2005, 03:46 PM
Sorry to jack the thread.. but Beorn-eL-Feared.. with the grafics art you are using... what on earth are these???

Beorn-eL-Feared
May 01, 2005, 04:00 PM
slozenger, these are bonus grasslands that show through mines on the field, so that once it's all mined up you don't have to search through. If you want the pcx I'll host it somewhere.

As for the game, yes we do need astronomy for both Copernicus' and Caravels. We also need to hurry our way up to military tradition so we can get a real force onto the east. And we need me to shut it from time to time. Like now:crazyeye:.

My vote on SGL's is Copernicus and ToE.

IroquoisPlisken
May 01, 2005, 04:47 PM
slozenger, these are bonus grasslands that show through mines on the field, so that once it's all mined up you don't have to search through. If you want the pcx I'll host it somewhere.

My vote on SGL's is Copernicus and ToE.

Hmm, that sounds helpful. Could you post a link to it? Does the file work with sn00py's terrain?

I agree with ToE. Copernicus sounds good, but I have to check to see what else is available. The only other one I can think of that would be even remotely useful, though, is Universal Suffrage. I think Cop would help more.

BigNHuge
May 01, 2005, 05:54 PM
ok, im back now, so ill play either tomorrow or the next day.

Beorn-eL-Feared
May 01, 2005, 08:28 PM
Hmm, that sounds helpful. Could you post a link to it? Does the file work with sn00py's terrain?It does work with sn00py's terrain, it is what I use myself. Look at your pcx files in the art/terrain folders, replace the tnt one with this: Overweight bonus grasslands (http://www.mat.ulaval.ca/~fbolduc/B/tnt.pcx). It also dismisses all the green, blue and gray shields that go over the standard plains, grass, deserts and FP.

Sometimes, though, when someone else starts a game, I get a bug of none of the BG showing to me. It only happened like twice though, and you can right click anyways, always. The bug must simply be due to my noobness in modding.

IroquoisPlisken
May 02, 2005, 02:27 PM
Alright, thanks Beorn. Looks good. :goodjob:

You made it yourself? That's cool. :)

Beorn-eL-Feared
May 02, 2005, 02:33 PM
No, I found the little hill pcx somewhere in the mods section, and edited the original tnt pcx file so that the only 'dots' that show on the tiles are the overweight BG, and none of the standard FP, desert, plains or grasses show.

IroquoisPlisken
May 02, 2005, 04:35 PM
Oh...still, more than I can do. :D

BigNHuge
May 03, 2005, 03:03 PM
wait, im kinda confused, am i up here?

IroquoisPlisken
May 03, 2005, 03:15 PM
Yes. You said in post 95 that you'd "play either tomorrow or the next day"...and that was 2 days ago... ;)

viper275
May 03, 2005, 05:08 PM
Bigfoot recently PMed me, he'll need to be moved to autoskip. Just so everyone knows.

Beorn-eL-Feared
May 03, 2005, 05:27 PM
Bigfoot: AutoSkipped
BigNHuge: Up <- Meaning you're up, BNH :lol:
IroquoisPlisken: On deck
Beorn-eL-Feared
viper275

BigNHuge
May 03, 2005, 06:53 PM
lol, i do got it, actually im playing right now, but now maybe i wont put it up ;)

BigNHuge
May 03, 2005, 07:48 PM
lol, i do got it, actually im playing right now, but now maybe i wont put it up

Actually i did BNH01, sorry. This one might get up tomorrow, if i feel like im the joke of the group for not playing in a while maybe not. I expect full apologies by tomorrow. :lol: anywho, i do have a birthday in the family tomorrow tomorrow, so ill most definatly have it on Thurs, but try for Wed.

BigNHuge
May 04, 2005, 02:27 PM
Yeah, thursday. sorry i feel so bad for neglecting this thing, but things pop up. Literally, they pop out of thin air. I do have a couple of turns done, but i have to play them in parts, which i dislike

IroquoisPlisken
May 04, 2005, 02:43 PM
Heh, don't worry. I wouldn't be able to play until tomorrow anyway. :) At least you are playing it now.

BigNHuge
May 05, 2005, 03:29 PM
THE LONG AWAITED TURNS FROM BIGNHUGE

Turn 1(360AD)- Nothing

IBT- Byzantine build Great Lighthouse.

Turn 2(370AD)- Found Nicomedia in the North.

IBT- Ravenna Harbor->Market. Vikings start Sun Tzu's. Vikings start The Great Wall. Russians start Knights Templar.

Turn 3(380AD)- Nothing

IBT- Nothing

Turn 4(390AD)- Nothing.

IBT- Nothing

Turn 5(400AD)- Nothing

IBT- Pompeii Library->Market.

Turn 6(410AD)- Nothing

IBT- Econ->Astronomy. Its done in 8. GPT growth is 15.

Turn 7(420AD)- Nothing

IBT- Sistine Chapel finishes. Rome Chapel->Smiths. Done in 29. Lugdunum Market->Library.

Turn 8(430AD)- Nothing

IBT- Brudisium Market->Library. Lutetia Market->Bank.

Turn 9(440AD)- Nothing

IBT- Oporto Library->Court. Antium University->Bank.

Turn 10(450AD)- Nothing.

Nothing to say really, just continue infastructure till we decide how we wanna finish this. Id really like to have this game beat before it hits 1000AD. That be the goal set by me for us. :D

Da Save (http://www.civfanatics.net/uploads9/Vpr5_450_AD.SAV)

Beorn-eL-Feared
May 06, 2005, 11:30 AM
1000AD sounds like an immensely tough spaceship or a very doable domination. My vote on domination ... those Arabs need to know the way we lead people onto building pyramids :whipped:

IroquoisPlisken
May 06, 2005, 02:58 PM
1000 AD, you say? I think the only possible wins by then are Conquest and Domination. Either one is fine by me.

I'll have the turns up by later tonight, hopefully.

IroquoisPlisken
May 06, 2005, 04:10 PM
Pre-turn – Rush the library in Brudisium for 340 gold.

460 (1) – Brundisium library->galley.

Trade Cathy Theology for Chiv and 3 gpt.
Trade Theo Theology and Chiv for Inv, 22 gold, and 10 gpt.
Trade Ragnar Theo for Monarchy and 16 gold.
Cathy is still ahead by Gunpowder. She’s offering it for Edu and around 500 gold.

Hmm, Ragnar is cautious. Demand 25 gold, but he tells me no, and is angry. Theo’s also cautious towards us. Demand Orenburg and she obviously says no.

470 (2) – Pisae uni->settler (I’m going to send a settler over on a caravel to the island next to the Byzantines).

IBT – Byzantines are building Statue of Zeus…I fail to see the point when we’re almost done with the Middle Ages…they’re also building Knight’s Templar.

480 (3) – Move sci back to 50%, Astro due next turn, +56 gpt.

IBT – Astro in, start on Nav due in 7 @ 60%, + 26 gpt.

490 (4) – Ravenna market->caravel (we’ll need lots of these for the war).

500 (5) – Pisae settler->bank. The settler will arrive in Ravenna the same time the caravel is built.

IBT – Russians are building Sun Tzu’s.

510 (6) – Move Sci down to 50%, Nav still due in 5, +60 gpt.

520 (7) – Hispalis bank->settler (also for the island). Move Sci to 70%, Nav is due a turn earlier (3), -5 gpt.
Ragnar is cautious to us again…demand 10 gold. He says no…Theo is also cautious to us…are we that popular? Demand 13 gold. She also says no.

530 (8) – Veii market->aque. Neapolis uni->bank. Caesaraugusta market->worker (this can be changed to library or something). Sci moved back to 60%, Nav still due in 2, +29 gpt.

540 (9) – Ravenna caravel->barracks (can also be changed). Load the settler and set it off on its journey to the island. Navigation due next turn.

IBT – Nav->Music Theory. This can still be changed to Printing Press.

550 (10) – Cumae uni->bank. Hispalis settler->worker. Virconium market->granary (seems like it could be a good city, but needs more pop).

We can now trade world maps. Russia and Byzantines are offering quite a bit for ours, but I didn’t trade yet, since I didn’t know if we wanted to use them in the trade for Gunpowder…Cathy’s still asking a lot for that though.

Start building up caravels and knights so we can get this game over before 1000 AD for BNH. :)

And I just realized the Byzantines captured Stockholm from the Vikings. I suggest that be our first target.

http://www.civfanatics.net/uploads9/Rome_550.JPG

Beorn-eL-Feared
May 06, 2005, 07:21 PM
I believe that being cautious is just their poker face for PLEASE JULIUS, SPARE OUR DEAREST CONTINENT !!!

Got it, playing tonight.

Beorn-eL-Feared
May 08, 2005, 11:09 AM
Pre-Turns: We need to go up in the tech tree for cavalries, so I plan on buying gunpowder. Thing is Cathy has Gun and Theo has TGL, so I sell both to theodora for what gold she's got.
Russia also has chemistry, which is good. A bit of (generous) trade gymnastics gets us all the luxuries of the map(the one gems is covered with lava :'( ), gunpowder, chemistry and sets us ready for Metallurgy in 4 turns. If all goes well we will have military tradition before I end my turns.
Soon we will be ready to found our second great military movement: after our glorious legions, it will be the Viper Cavalry Corps of Rome (VCCR) that will claim land like babies claim breasts: like perfect robbery. They'll never know what hit them until we milked everything outta them.

T1: Knights production started, Copernicus is rushed.

IT: 'Dora has knights templars. Wow, pimps with lower sdtats than our glorious legions from 2000 YEARS AGO.

T2: Copernicus is in, researching at 100% speed with no loss. Wait 'til Smith knocks at our door :biggrin:

T3: Not much, Antium now has a 96 research output :cool:

T4: Send last settler for the last source of saltpeter

IT: Cathy makes an embassy in our capital, so I sign RoP with her and get 72 gold. In return, I demand various stuff she refuses. How odd.

T5: Sending legions to defend our new colony.

http://www.mat.ulaval.ca/~fbolduc/B/Salt.jpg

IT: Cathy completes knights' templar. We should pursuade her to fight someone sometime and strike in her back with legionnaries, to show her how pathetic crusaders are. Generals Marcus, Baffus and Cassius are on the matter, they shall report from Lugdunum and claim the luxurious gems off Yakutsk.

T6: MT is in, cavalries are being produced. The VCCR shall inherit the earth.

http://www.mat.ulaval.ca/~fbolduc/B/Yakutsk.jpg

T10: Knights production has started, as well as has Newton's university. We should definitely press onto the russians so they don't get ToG soon and we don't miss Newton - it isn't impossible that they cascade to that or to Smith's in the next 20 turns.

Our generals are ready to disembarq off the coasts of the Yakutsk area to provide our glorious Romans with the reaps the Russian Sowed.

http://www.mat.ulaval.ca/~fbolduc/B/Yakutsk2.jpg

Sorry for the colors, I still haven't figured what causes that.

IroquoisPlisken
May 11, 2005, 03:36 PM
Bigfoot -> still skipped?
BigNHuge
IroquoisPlisken
Beorn-eL-Feared -> just played, and has set up the troops for an attack on Russia
viper275 -> UP...i don't want this to die... :(

viper275
May 11, 2005, 06:14 PM
Oh, I'm up? Sorry, I missed this. Got it.

viper275
May 11, 2005, 09:00 PM
Preturn- Good, but I hope we can buy something from someone with GPT, since they seem to accept it, by the end of the game and declare war. Perhaps we could also ROP Rape someone or do a phoney peace treaty?
IBT- Brundisium Caravel-Caravel Nicomedia Worker-Worker.
1
Not quite sure how the invasion of Russia was supposed to go, I declared war and landed there, though.
IBT- Metallurgy-->Military Tradition. Science to 70%, cavs in 5, +1 GPT. Oporto Barracks-Knight Pompeii Marketplace-University.
2
Troops approach Yakutsk. Not sure if there's really enough to attack...
3
Kill 1 musket at Yakutsk. 2 legions die.
IBT- A third legion dies :( . Ravenna Caravel-Caravel.
5
Rush a couple of knights for another invasion of Yakutsk.
IBT- Rome Smith's-University (then it will be knights) Cumae University-Knight Neapolis Bank-Knight Lugdunum Knight-Knight Caesaraugusta Knight-Knight Artaxta Worker-Worker.
6
Load the ship and it's off to Yakutsk. Then I realized...
IBT- Military Tradition-->Magnetism. Time to upgrade those knights.
7
Upgrade cavs and send the ship back.
8
IBT- Catherine wants peace. What do you think? Ravenna Caravel-Caravel.
9
Land at Yakutsk.
IBT- Cavs are injured, but no casualties. Still no condition to attack Yakutsk. Russia lands a longbow at Seleucia. Lose ivory, but Theodora is charging too much for it IMHO.
10
Cavs board the boat and go back to Lugdunum to heal. Kill the longbow at Seleucia. Lux to 20% to reduce unhappiness I hope there are no more riots.

IroquoisPlisken
May 13, 2005, 07:38 PM
What if we make peace with Cathy then re-declare and capture Yakutsk in one turn? That would fulfill our phony peace-treaty AND RoP rape.

BigNHuge
May 15, 2005, 10:40 AM
If bigfoot doesnt pick this up by Monday, ill take it

viper275
May 15, 2005, 11:00 AM
He's still on autoskip AFAIK, so go ahead.

Beorn-eL-Feared
May 15, 2005, 06:28 PM
Bigfoot is on autoskip indeed, haven't heard from him, and knowing him he will PM that he's back before posting, so we keep track of him. He's full of care like that. I'll go make him some cookies.

Beorn-eL-Feared
May 20, 2005, 06:53 AM
You will ? :p

BigNHuge
May 20, 2005, 03:11 PM
got it, sorry for such a delay, was sick

Bigfoot
May 22, 2005, 01:28 PM
Checking back in. Sorry for the long absence, but it was for medical reasons. You can spare me the cookies and the sarcasm.

BigNHuge
May 22, 2005, 02:14 PM
bigfoot you can take this if youd like as im still sick

Bigfoot
May 22, 2005, 02:59 PM
OK, got it!

Bigfoot
May 22, 2005, 07:04 PM
Viper05 750AD:

Pre-turn:
- We have 1061G, make -10 gpt, Magnetism is due in 2.
- Up Banking, Chem. & Astronomy vs. the Vikings and Byz.; up Econ., Nav. & Metal. vs. Russia (war).
- Our army: 23 workers, 3 cavs., 8 caravel, 12 legions; rated avg. vs. Russia, weak vs. Byz., strong vs. Vikings.
- No changes to cities.

<IBT: Russia starts Newtons; Lisbon CH => library; Brundisium caravel => univ.;
Pisae cav. => cav.; Nicomedia worker => harbor; Byz. are building Sun Tzu.>

T1 760:
- Cavs. return from Russian front to rest up.
- Swap Theo. TM for WM; they have salt. by Rostov. She is polite now, so I demand ivory -- she declines and reverts to cautious.
- Trade Ragnar TM for WM & 28G. They are barely hanging on, the next war with Byz. will likely finish them off.

<IBT: Magnetism => Steam Power; Palmyra library => harbor; Vikings are building Leo's and Great Wall :rolleyes: ; Russia completes Newtons :mad: .>

T2 770:
- Switch Antium to Leo's.
- Change builds in Ravenna and Brundusium to privateers (so we can mess with Theo's dromons).

<IBT: Cumae cav. => cav.>

T3 780:
- Upgrade a caravel to galleon.

<IBT: Rome univ. => bank.>

T4 790:
- Upgrade 2 more caravels.

<IBT: Oporto cav. => cav.; Neapolis cav. => cav.>

T5 800:
- Theo. knows Music Theory & is polite again. I tell her that her playing sucks and demand the tech., she reverts to cautious.

T6 810:
-zzz

<IBT: Pisae cav. => cav.; Viroconium rax. => cav.>

T7 820:
- Force of 8 cavs. departs for Yakutsk.

<IBT: Palmyra harbor => privateer; Moscow completes Leo's.>

T8 830:
- Change Antium to palace to avoid losing 471 shields. Possibly we can still get Sci. Method in time to rush Newtons and then switch Antium to Hoovers, although it is pretty tight (just 24 turns are left on the palace pre-build).
- We need another lux. to crank up research to 100%, so I trade Theo. banking for ivory, 8 gpt and 8G. She is polite again, so I demand MT, making her cautious.
- Drop off our cavs. by Yakutsk, and then call on Cathy. She agrees to peace and gives us 28G, WM and TM (all she has).
- Research at 100% gets us Steam in 2; hire a couple of clowns temporarily.

<IBT: Cathy demands that we leave -- I tell her to take the matter up with her horse, and we are at war; Vikings finish the Great Wall.>

T9 840:
- Privateer sinks a dromon and promotes.
- We capture Yakutsk, killing 3 muskets at the cost of 1 cav.

<IBT: Steam Power => Medicine (5 turns at 90% research); Cumae cav. => cav.>

T10 850:
- Move 2 cavs. into position to pillage the Russian salt.

Post-turn:
- Too bad we lost Newtons and Leo's in the cascade. Medicine is due in 5, but we still need Electricity and Sci. Method with just 22 turns left on the pre-build in Antium. If the team doesn't think this is feasible, I guess we can go for Industrialization instead and use the shields to build Universal Sufferage.
- We have a gpt deal running with Theo. that we will need to break during the next 18 turns.

Roster:
Bigfoot -> just played.
BigNHuge -> UP
IroquoisPlisken -> on deck
Beorn-eL-Feared
viper275

Beorn-eL-Feared
May 22, 2005, 09:25 PM
Don't you get away not receiving my cookies !!! [party] nice that you're back, hope you're well - and I meant no sarcasm earlier. Unless you tell me otherwise, I'll unskip you in B02, so you get your turns whenever you say you've got it.

viper275
May 22, 2005, 10:28 PM
About Antium: micromanage a bit and find an arrangement that uses the lowest amount of shields possible. Then race to Scientific Method.

BigNHuge
May 24, 2005, 03:43 PM
Im finally feeling better, and im gonna play this tonight!

BigNHuge
May 26, 2005, 06:21 PM
omg i didnt post the turns/save sorry, i cant right now, but itll be up tonight

BigNHuge
May 26, 2005, 07:13 PM
Preturn- Looks good, except Id hoped wed be done by 1000, that doesnt look like its gonna happen.

IBT- Rome Bank->Cavalry. We need more if we want to get that sweet Russian land.

Turn 1(860AD)- Lose an elite cav to a spear with one hp left :wallbash:.

IBT- Babylon Library->Market. Nineveh Court->Library. Veii Cav->Cav. Syracuse Library->University. Selelucia Library->Courthouse.

Turn 2(870AD)- This was a great turn! We capture St. Petersburg and Newtons! Start the production of railways that will eventually meet in Rome. The Romans say "w00t!"

IBT- Get a little view of the Russian->Byzantine war. To think in RL that most of the culture of Russia was modeled after Constantinople and the Byzantine buildings/teachings. (A little history lesson for you children.)

Turn 3(880AD)- A priv beats a dromon. These things are helping already! Have another one, with a priv being created as a slave! This is a first for me, as usually when I go naval, these have no value. Lose a cav up against Moscow and decide to wait for some reinforcements.

IBT- Nothing

Turn 4(890AD)- Next turn I will assult Moscow. Nothing special elsewhere

IBT- Medicene->Electricity

Turn 5(900AD)- The attack on Moscow goes miserably. We got one stinking defender, had one redlined by our elite with no damage, then he kills the cavalry. We might need some seige...

Im only playing 5 because of the simple fact that I only played 5 in my other sgs I was up in this round, because I was sick. So were in great shape, got St. Petersburg, Russia and Vikings are low on cities. Byzantines might be tougher, we'll need seige there most likely. But, by the time we hit them, we might have flight, never know. To the next player, just get cavs, cavs, and more cavs. Finish Moscow for the fallen.

Da Save (http://www.civfanatics.net/uploads9/Vpr5_900AD.SAV)

IroquoisPlisken
May 27, 2005, 12:41 PM
I will avenge our fallen troops!

I'll play tomorrow.

IroquoisPlisken
May 28, 2005, 09:45 AM
OK, I had started playing, then wondered something.

We still haven't used our Great Leader. If we have him, can we still get MLs? Should I trade and get Music Theory from Theo and use him to get Bach's, or are we saving him for ToE. The palace build is only 17 turns left, so I think that should be used for ToE. We could also use him on Hoover's or US.

BigNHuge
May 28, 2005, 09:51 AM
I think we should use him on Hoovers. That would give us the most bang for our scientific buck.

viper275
May 28, 2005, 09:55 AM
I agree.

IroquoisPlisken
May 28, 2005, 10:18 AM
Alright, I was leaning towards Hoover too. I'm playing now (well, after I post this message...).

IroquoisPlisken
May 28, 2005, 12:33 PM
Pre-turn – You know, we still have that Great Leader. Are we saving him for ToE? Or did we forget about him? Can we get MLs if we still have him? I’m thinking we can’t, so we should probably use him ASAP.

910 (1) – Palmyra Privateer->cannon (we’ll probably need a lot of these for Byzantines).

We could also build Magellan’s with the Great Leader, but I think Hoover’s is still a better choice.

There are 6 full health vet cavs ready to assault Moscow next turn.

I decide to trade Theo Economics for Music Theory, both maps, 23 gold, and 11 gpt.
Hmm, I was hoping she had found a new island in all that fog, but nope.

IBT – Theo brings a knight and an AC and a longbow up to attack Moscow next turn. Hopefully she won’t be able to use them. Her pike pillages another hill NE of Moscow.

920 (2) – Oporto cav->harbor. Cumae cav->cav.

Battle for Moscow: First cav dies, taking 2 damage off the musket, but promoting him. 2nd cav takes 2 damage killing the musket. 3rd dies redlining but promoting a reg musket. 4th takes one damage killing a reg. 5th kills the first musket unscathed. 6th retreats doing just 1 damage to a spear! And we’re out of cavs. :mad:

We’ve got some WW now, too. We’re allowed to switch to Communism when we get it, right?

IBT – Those Russians spears are tough! One retreats an Ancient Cav, and the other redlines a knight! Yakutsk’s resistance ends. The Byzantines capture Yekaterinburg.

930 (3) – Battle for Moscow: 1st vet cav takes 2 damage killing the musket. A spear is showing now. Next cav takes 2 damage killing him. Another spear showing. Full health cav dies redlining him! Stupid RNG!!! 3/4 cav is redlined killing the next spear. Just the redlined spear left. A 3/4 cav kills him with no damage to himself, and Moscow is ours! We also get Leo’s, Hanging Gardens, the Pyramids, and 2 workers.
I move the 2 slaves to start roading the silks.

The Russians have 3 cities left (including the capital), and they won’t give any of them for peace. The Vikings also have 3 cities left.

Increase Sci to 80%, Electricity due in 5, -1gpt.

Now that we have Leo’s, I upgrade the 6 caravels for 90 gold.

IBT – Byzantines capture Vladivostok. We quell 4 resistors (1 left) in Moscow.

940 (4) – Rome cav->cav. Lugdunum cav->harbor. Pisae cav->cav. Lutetia cav->cav.

The good news is that Theo will not capture Yaroslavl’ (Russian capital) next turn. The bad news is that she will block it next turn. I think I’ll just focus on capturing Smolensk. It’s defended by a reg spear, so the galleon full of cavs I just sent off towards that direction should be enough.

950 (5) – Ravenna privateer->cannon. Not much else.

IBT – Some minor battles by Yaroslavl’. Byzantines are still blocking the path to the city, though. Might try going the other way around, but by the time I arrive, Theo will probably have captured the city.

960 (6) – Oporto harbor->cannon. Palmyra cannon->cannon. Tarentum court->cannon.

Kill a Russian caravel with a privateer, but don’t enslave it.

I decide to attack Yaroslavl’ from the other side. It will take two turns to get there.

Lower Sci to 70%, Electricity due in 2, +20gpt.

970 (7) – Rome cav->cav. Neapolis cav->musket. Byzantium cav->barracks.

The cavs arrive next to Yaroslavl’ but are out of moves. The Byzantines have a Knight, an MDI, and 4 longbows ready to attack the city, so I doubt we’ll capture it. The galleon with 4 cavs will arrive outside Smolensk next turn, and since it’s a 2-tile island, we’ll be guaranteed to capture that city, since Theo won’t be able to land any units on it once we have.

Slaves complete road connecting Moscow, and we now have another Silk.

Electricity due next turn.

IBT – The Russians put up an amazing defense and lose only 1 musket. Still, there are quite a few still in the city so I’m not sure 3 cavs will do much.
A barb appears north of Yakutsk…

Electricity->Sci Method.

980 (8) – Hispalis cav->cav. Cassius kills the barb and promotes. Land the 4 cavs by Smolensk.
I will wait another turn to attack Yaroslavl’. I don’t see any chance of capturing it with just 3 units. I’ll let Theo soften it up some more. She has 5 units ready to attack next turn.
Sci Method is due in 6 turns and the palace pre-build has 15 turns to go. We’ll have to waste some shields but we should get ToE on the same turn as Sci Meth comes in.

IBT – I believe there are just a couple of units left in Yaroslavl’ now.

990 (9) – Cumae cav->cav. Lutetia cav->cav.

Kill a barb galley and enslave a new Privateer! Cassius kills the camp and we get 25 gold…now that I think about it, maybe I should have left it and harvested the galleys, getting lots of Privateers…:blush:

Capture Smolensk (ended up only needing 3 cavs) along with 22 gold, and destroy a galleon.

Battle for Yaroslavl’: First cav dies after redlining the musket…who is still showing. Attack with a second cav, and we capture Yaroslavl’ along with 68 gold. The Russians are dead!

Theo is now furious with us…and she’s got 2 ACs, 2 MDIs, and a longbow outside Yaroslavl’…

IBT – Thankfully, Theo sends MOST of her units back home…there are still a couple ACs left, though.

1000 (10) – Rome cav->cav. Oporto cannon->aque. Veii cav->harbor. Pisae cav->cannon. Ravenna cannon->cannon.

There are 4 cavs in Lugdunum that are waiting to be shipped over to Byzantine land. 3 more Galleons are headed towards Lugdunum and are up by Oporto right now.

Continue railroading the home continent. Should we continue building cannons? We are now average to Theo. Soon we’ll have Infantry and tanks while she’ll still be with muskets, or maybe rifles.

4 turns until Sci Method comes in and Antium can be switched to ToE. Maybe get Atomic Theory and Electronics for the 2 free techs, and rush Hoover’s. Then start on Sanitation, Rep Parts, or Industry.

http://www.civfanatics.net/uploads9/Rome_1000.JPG

Beorn-eL-Feared
May 28, 2005, 03:39 PM
Enslavement off barb camps is cheap, Iroq ... especially as the Mayans :evil:

Got it

IroquoisPlisken
May 28, 2005, 06:47 PM
Enslavement off barb camps is cheap, Iroq ... especially as the Mayans :evil:

Got it

Cheap, yes. Effective, too.

Beorn-eL-Feared
May 28, 2005, 07:50 PM
Pre-Turns: I want the first strike at Theo's forces, so I threaten war and she takes the bait.
Also, I prank Ragnar into allying with us against Theodora. The prank is he'll get his stupidity crushed under Theodora's own stupidity.

T1: All goes well, only one crusader remains alive, in sight. Take Vladivostok.

T4: Sci Method comes in, take indus and Nationalism off the ToE prebuild we had and work on espionage.

T5: I'm finally done with the yo-yo war on the hills between her offensive force and our cavalries.

T6: Theo asks peace, I agree, and I keep the offense going.

T7: Rush a lib so that we can get gems. Useless a bit, but hey, I like libs. Home continent is 99% railroad-connected (take the southernmost 2 cities).

http://www.mat.ulaval.ca/~fbolduc/B/VPR.jpg

T10: Espionage in 1. We'll need more cavs, so we might wanna rush a few here and there on the 2nd continent; all in all, the greatest resistance we face is the RNG :(

viper275
May 30, 2005, 11:54 AM
Got it.

Beorn-eL-Feared
Jun 01, 2005, 09:27 PM
I think this game will be over during my forced break, so just ignore me from the roster for what's left.
I really liked that variant, though the start was maybe a giveaway. That's the kind of start you could consider a first Deity game on, I believe. Have fun finishing Dora off :D

viper275
Jun 05, 2005, 12:48 AM
If Bigfoot can play it in the next several days, skip me. I probably won't have much time until late next week.

Bigfoot
Jun 05, 2005, 06:53 PM
No worries Viper, I will take the next set. Got it.

Bigfoot
Jun 06, 2005, 02:35 PM
Vpr5 – 1100AD status check:

- 89G, +352gpt, Espionage in 1.
- We have 25 workers, 1 musket, 1 rifle, 15 cav., 10 cannon, 9 galleons, 11 legionaries and 6 privateers.
- Occupy 46% of world area, 75% of population.

<IBT: Byz. cav. captures a stack of cannon; a lone Byz. cav. lands next to Seleucia; Espionage comes in => Atomic Theory; get message for Intelligence Agency; Novgorod rifle => rifle; Neapolis cav => cav; Byz. start Magellans.>

T1 1110:
- Lose a couple privateers vs. a caravel.
- Legion redlines and retreats Byz. cav. by Seleucia.
- Bring up addt’l cavs. for attack on Nicaea.

<IBT: Byz. lose cav. attacking Rostov; Rome cav => factory; Cumae cav. => cav.>

T2 1120:
- Bad luck attacking Nicaea, 7 cav. are not enough to take the city (we lose 3 cav. in the process).
- Kill the Byz. cav. by Seleucia.

<IBT: Byz. cav. kills a cav. fortified in Rostov.>

T3 1130:
- Moving reinforcements up.

<IBT: Hispalis cav. => cav.>

T4 1140:
- Rush cavs. in Moscow and Rostov.

<IBT: Moscow cav. => cav.; Rostov cav. => cav.; Brundisium frigate => frigate; Pisae cav.=> cav.>

T5 1150:
- zzz

<IBT: Lisbon harbor => frigate; Viroconium cav. => cav.; Caesaraugusta cav. => cav.>

T6 1160:
- Rush rifle in Novgorod.
- Move up forces (including cannons) to hit Nicaea.

<IBT: LB kills a cav. fortified by Nicaea; Novgorod rifle => rifle; Antium factory => Intelligence Agency; Neapolis cav. => cav.; Lugdunum cav. => cav.>

T7 1170:
- Kill a crusader near Novgorod.
- Kill a couple LB near Novgorod.

<IBT: Cumae cav. => cav.; Lutetia factory => cav.; Palmyra MP => univ.>

T8 1180:
- Privateer sinks a dromon.
- We finally capture Nicaea and Colossus.
- Rush a cav. in Moscow.

<IBT: Byz. lose a LB attacking a cav. near Constantinople; Moscow cav. => cav.>

T9 1190:
- Start pillaging roads in Byz. heartland.
- Small force (3 cavs.) is headed for island with Trebizond (shows spears in defense).

<IBT: Byz. lose 2 more LB; Babylon MP => duct; Pisae cav. => cav.; Syracuse univ. => harbor.>

T10 1200:
- Land 3 cav. by Trebizond.
- Privateer defeats a dromon and we get a new privateer.
- Move forces up for assault on Byz. heartland.

Not a lot of progress, but there were a few setbacks early on. Theo. is about gassed out, she has no iron or salt, and soon no luxes. either. This game is close to over.

Roster:
Bigfoot -> just played (switch with Viper)
BigNHuge -> on deck
IroquoisPlisken
Beorn-eL-Feared
viper275 -> UP

Beorn-eL-Feared
Jun 06, 2005, 02:49 PM
Spear for garrisson in Treizbond says a lot. She'll have a tough time with spears, but spears are cheap so there might be a few cities with overwhelming numbers of pitiful troops - unless she can make some guerillas (or some infantry:eek:), though that is not likely.

BigNHuge
Jun 09, 2005, 04:35 PM
should i take this?

IroquoisPlisken
Jun 09, 2005, 05:10 PM
Viper's profile says he was on today.

I'd say yes. Viper can take it when you're done. He said he couldn't play until late this week, so if you finish it by tomorrow, it should work out nicely.

BigNHuge
Jun 09, 2005, 05:23 PM
got it will play

BigNHuge
Jun 10, 2005, 10:26 AM
Preturn- Looks great!

IBT- Cavs get rained on by longbowmen, one retreats, one dies. Cannon/Cavs continue to build.

Turn 1(1210AD)- Capture Trebizond. Position for the attack on Constantinople.

IBT- Lose an elite to longbowman.

Turn 2(1220AD)- Positioning.

IBT- None.

Turn 3(1230AD)- Bombardments are bad, wait a turn for their capital.

IBT- Nothing

Turn 4(1240AD)- Orenburg is ours. Also, we have a special little treat...
http://www.civfanatics.net/uploads9/Capture_of_Constantinople.JPG
Well the capital is ours thanks to successful bombardment and heavy losses. Comes complete with a beautiful GL, a wonderful ToA, a giant SoZ, and another wonder I can't even think of! w00ts and 0wnag3 come from the homeland. News from Theo says she thinks we are h4x0rs, but we must go on! Despite heavy losses at Constantinople, we should be great from here on out.

IBT- Atomic->Replaceable Parts.

Turn 5(1250AD)- Nothing special, just random movemnets and unit bombardment.

For the next player.

War! huh! Good god ya'll! What is it good for! Absolutly everything!

Da Save (http://www.civfanatics.net/uploads9/Vpr5_1250AD.SAV)

viper275
Jun 10, 2005, 10:28 AM
Got it, and I can play it now.

Maybe we should go for Conquest victory?

viper275
Jun 10, 2005, 11:37 AM
1
Take Stockholm and Adrianople (and get Sun Tzu's, unfortunately the effects are only continental).
IBT- Lutetia Cav-Cav. Veii Uni-Factory. Rome Cav-Cav
2
IBT- Nineveh Lib-Uni. Cumae Cav-Cav. Neapolis Cav-Cav. Virconium Cav-Cav. Caesaraugusta Cav-Cav. Stockholm flips to Theo.
3
Capture Varna.
IBT- Antium Intelligence-Cav. Ravenna Uni-Cav. Hispalis Cav-Cav. Rome Cav-Cav.
4
IBT- Cities riot because of WW. Pisae Cav-Cav, Lutetia Cav-Cav, Byzantium Cav-Cav.
5
Capture Heraclea.

Move on to Smyrna and take Stockholm next turn. If you think the forces at Reykjavik are enough, go ahead and attack. Then I would finish the Byzantines, attack the Vikings, and win.

IroquoisPlisken
Jun 10, 2005, 02:16 PM
Alright, I guess it's my turn. Maybe I'll get to finish this.

I'll play tomorrow.

IroquoisPlisken
Jun 11, 2005, 11:26 AM
Pre-turn – Trade World Map to Ragnor for both of his maps, 31 gold, and 5 gpt. Plant a spy in Smyrna, because I felt like it. Theo has 2 workers, 4 spears, 1 longbow, 5 muskets, and some captured cannons, spread out over 5 cities. And we still haven’t used that Great Leader. I’ll use him on US next turn, since we have a good deal of WW in some cities. Might as well use him before the game is over.

IBT – The longbow in Reykjavik attacks our cav on a mountain, and dies, promoting our cav. 2 berserks appear.
Varna flips!!!

1280 (1) – Rome cav->US and rush it. Brundisium frigate->frigate. Tarentum cannon->cannon.

Capture Stockholm without losing any hp.

Lose a cav at Reykjavik, but capture it, along with all 5 of Theo’s cannons. Kill a spear at Smyrna.

IBT – Those 2 berserks are acting suspicious. Hmm…
RP->Sanitation due in 5 @ 70%, +33 gpt.
The resistance in Adrianople ends.

1285 (2) – Rome US->infantry. Antium cav->cav. Lugdunum cav->aque.

Capture Smyrna without loss. We are now at 57% land and 93% pop.

I just noticed a barb camp in the fog. I think that’s where the berserks are going…I hope anyway.

IBT – Yep, the berserk destroyed the barb camp.

1290 (3) – Cumae cav->cav. Neapolis cav->cav. Lutetia cav->inf.

And I just realized we weren’t allowed to have foreign workers or artillery. Disband all our foreign workers (except one—he’ll be gone next turn) and get twice as many shields. We have 2 trebs which I’ll disband next turn too.

Phony peace treaty time!! Make “peace” with Theo for Oslo, 8 gold, PP, and both maps. Then, I redeclare…and capture Varna. :evil:

Theo is down to 1 worker and 2 muskets, all in one city (Bergen). I have 3 cavs and 5 cannons next to it.

Lower Sci to 60%, Sani due in 4.

IBT – Oslo riots. The resistance in Heraclea ends.

1295 (4) – Rome inf->coal plant. Syracuse frigate->frigate. Disband Caesarea.

Bombard Bergen, and bring the two muskets to 2 hp. There is also a spear in there, though. It falls without much hassle, though, and Theo is dead. We also get 3 slaves and 54 gold. Disband all the slaves and the trebs.

1300 (5) – Lisbon frigate->galleon. Oporto factory->market. Antium cav->cav. Pisae cav->cav.
Upgrade the 5 cannons in Bergen for 300 gold.
Plant an agent in Trondheim. Ragnar has 6 spears, 2 berserks, and a caravel. I declare and take out his last two offensive units.
There will be 17 cavs ready to attack next turn, and a few frigates to bombard. Ragnar should not last more than 2 turns.

1305 (6) – Lutetia inf->cav. Ravenna cav->barracks… Hispalis cav->inf.

Capture Trondheim along with the Great Wall, and destroy the caravel.

Ragnar has 2 spears left…that’s it.

Send the battalion of 15 cavs to Copenhagen (see pic). Ragnar is no more.

IBT - A barb appears. :lol:

1310 (7) - We achieve a Conquest Victory, at 25 hours, 53 minutes, 19 seconds.

Great game guys. The save below was taken at the same time as the pic.

http://www.civfanatics.net/uploads9/April_Fools_Ragnar.JPG


Final Score: 5539. Looking over the replay, we had Galileo since 130 AD.

BigNHuge
Jun 11, 2005, 11:51 AM
This was a great game. It was fun tricking the AI all the time. Good job and its been a blast.

Bigfoot
Jun 11, 2005, 07:39 PM
Good game everyone, nicely played!

Beorn-eL-Feared
Jun 11, 2005, 07:51 PM
5539 ... Monarch ? Neat ! Great game everyone :wavey: