View Full Version : The Five Samurai - Sengoku Scenario (Deity)


Sir Bugsy
Apr 04, 2005, 10:43 PM
http://www.civfanatics.net/uploads9/Samuri_5.JPG
(Banner compliments of Mistfit)

Five Samurai have decided to rule feudal Japan. The Five Samurai are:

Dmanakho
grahamiam
Gator
Bede
Bugs

Here are our instructions:
http://www.civfanatics.net/uploads9/Five_Sam_-_Opening_1.JPG

A random deity start gives us:
http://www.civfanatics.net/uploads9/Five_Sam_-_Opening_2.JPG

We start with a settler, a worker, an ashigaru (1.1.1 - essentially a warrior), and Daimyo Hojo Ujiyasu (2.2.2 - our king unit).

Here is the science tree:
http://www.civfanatics.net/uploads9/Five_Sam_-_Opening_Science.JPG

80% science can get us a tech in 14 turns.

And the start:

Save: http://www.civfanatics.net/uploads9/Five_Sam,_Jan.,_1450_AD.SAV

The roster will be on who can grab it. Our standard honorable samurai SG rules will apply. If anyone has any questions on those they can PM me.

Bezhukov
Apr 04, 2005, 10:55 PM
lurker comment: best of luck - a deity win in that conquest would be quite the accomplishment. You may want to make some determination regarding the unbalanced monk dude, as well.

I was planning a deity conquest series (starting with Mesopotamia, where I've failed in three tries with the Phoenicians.) once Bez1 is done, so I'll be watching to see if I can pick up any tips. :thumbsup:

Bede
Apr 04, 2005, 11:04 PM
Got it.

Standard twenty depending on total turn count.

Pottery first?

Bede
Apr 05, 2005, 01:15 AM
Nice land, lots of riches....

Moved the daimyo to the north along the river and found such nice land decided to move the settler three times to get cattle, game and a bunch of bonus grasslands.

I think it will work out. Founded Tsuchiuru and started an Ashigaru.

Sent the daimyo north and the Ashigaru south. Set research to pottery at the fastest possible rate. Irrigated the cow then mined and roaded a bonus grass, then sent the peasant into the forest.

Then this happened:

http://www.civfanatics.net/uploads9/5Sam_01_1457_00.jpg

Daimyo whacked an Ainu camp then made two new friends.

http://www.civfanatics.net/uploads9/5Sam_07_1457_00.jpg

No deals were made at this time. But when we met the Mogami got all the tech and all the money and another peasant.

http://www.civfanatics.net/uploads9/5Sam_07_1458_00.jpg

We can build Barracks now.

Started research on Alphabet, also at the maximum rate. All those riversides are a big help.

Nice land we have here, lots of luxuries and rivers.

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

dmanakho
Apr 05, 2005, 07:07 AM
reporting for duties and it looks like Bede put a nice start to this game...
So what's the roster Sir???

grahamiam
Apr 05, 2005, 07:36 AM
checking in.

questions: 1. is this a random map?
2. what did bede do with the SGL?

DJMGator13
Apr 05, 2005, 07:52 AM
Checking in and put me towards the bottom of the roster. I'm closing in on the end of tax season and have to watch my civ time, but we're almost caught up at work so it shouldn't be a problem playing.

I haven't had the honor of playing with G-man and D-man before so I look forward to it. I think G-man was on the other team in Bugs2.

Bede
Apr 05, 2005, 09:24 AM
SGL is sitting by the fire thinking great thoughts.

Rota shall be order of check-in:

d-man
g-man
Bugsy
'Gator
Bede

romeothemonk
Apr 05, 2005, 10:01 AM
I have played this scenario many times and have some advice.
The map is never random, but the civ is. The map is always the map of Japan.
Keep your SGL for the Oracle or The Great Wall. Either one will be really useful in this scenario.
You could try and keep him all the way to Sun Tzu's analog at Feudalsim, but I really like to use them early.
The other thing that might be worth an SGL rush is the Izumo shrine. The Shrine is very useful as it gives all sea tiles +1 food, commerce and shields.
Good luck gents.

dmanakho
Apr 05, 2005, 10:15 AM
It looks like i am up, so i have it...

@Romeo: Thanks for the advice. ;)

@team: So what do we want to do with SGL? There are no pyramids in this scenario, are there?

grahamiam
Apr 05, 2005, 10:27 AM
i thought maybe bede and bugs extracted the rules and put them on to a random map. this is something i'm in the process of doing with the WW2 scenario :)

Bezhukov
Apr 05, 2005, 10:48 AM
I have a feeling you might wish you had modified the biq to prevent the yambushi from pillaging - but we'll see...

romeothemonk
Apr 05, 2005, 11:20 AM
I would not worry about the Yamabushi as the Hojo. They are in the middle of the map, and there will be enough AI warring to prevent them getting pillaged. Pillaging by Yamabushi is really the pits when you are at one end of the map. Also Yamabushi die very easily to bombard stacks.
You don't want to remove yamabushi pillage as the game wouldn't count in your top scores. :)
It is not listed in the civilopedia, but Geisha houses in addtition to nice happy help are factories in this scenario. They are the buildings you want to get up. I will lurk and kibitz quite a bit if that is ok.

Bede
Apr 05, 2005, 11:32 AM
When I played this many moons ago I had lots of Warrior Monks and they did a good job of dealing with the invisible pillagers. It was fun watching the neighbors get put back in the Stone Age though, almnost as good as nukes.

I was thinking the Izumo Shrine for the leader as well as we have a nice coastal spot to the east of the capitol.

romeothemonk
Apr 05, 2005, 11:39 AM
Another key thing. Freshwater builds are even more important as you do not need hospitals to go over size 12.
One of the next orders of business for you guys might be to locate iron and Jade. IMO Jade is even more important as it lets you build Ninja's.

grahamiam
Apr 05, 2005, 11:45 AM
Everybody was kung-fu fighting
Those cats were fast as lightning
In fact it was a little bit frightning
But they fought with expert timing

dmanakho
Apr 05, 2005, 05:58 PM
pre-turn: All clear

T1. 1460AD. Worker to chop game. It looks like workers have PTW speed. Takes 10 turns to chop; granary is build switch to ashigaru.
T2. Jan 1461AD
T3. July 1461AD Ashigaru -> settler
T4. Jan 1462AD
T5. Jul 1462. Alphabet comes, switch to Mysticism on max in 5. I wanted to do sword-smithing 1st. But then figured AIs will beat us to it and we will have better chances to get Myst and trade it around.
But then again i never played this conquest and have no idea what i am doing with tech research.

T6. Jan 1463AD. We grow to pop 5 settler in 1. Lux slider up a notch

T7. Jul 1463AD. Settler->Ashugaru. Sending settler with escort on Silks. Meanwhile we meet another tribe - Dates. It turned out ok i didn't go after sword-smithing. These guys have it and i trade it +10 gold for alphabet and pottery

T8. Jan 1464 Barbarian moved on top of silks. I fortified settler and escort on top of hill next to it and have to wait a turn.

IBT. Barb attacks and dies.

T9 Jul 1464 We met yet another tribe. I sold them pottery in exchange of slave and 10 gold. Settler finally arrives to the designated city area

T10. Jan 1465AD Founded SilkCity on top of those silks. Assigned slave to connect our 2 towns.
Wood chop will be completed next turn. That should shave an extra turn off settler build and bring us to 5FPT. I guess we want to mine that game.

We have one worker and 2 slaves, but those slaves are so slow. We might want to pair them together once they finish currently assigned task

http://www.civfanatics.net/uploads9/5sams-1465.JPG

...save... (http://www.civfanatics.net/uploads9/5Samurai_dman_Jan1465AD.SAV)

Bede
Apr 05, 2005, 06:29 PM
Looks like your instincts were pretty sound on the research path. If I remember correctly AI prioritizes troops and wonders with lower cost as the tie-breaker. And it looks like it hasn't changed here

The Rota:
g-man
Bugsy
'Gator
Bede
d-man

grahamiam
Apr 05, 2005, 06:44 PM
see it, i'm in thanksgiving feist mode atm

DJMGator13
Apr 05, 2005, 07:00 PM
Looking good.

I just loaded up a monarch level game because I have never played this Conquest. Interesting units, seems to be geared for warfare. I think this is going to be fun. I'll stop my monarch game and just experience this as it plays out.

Bezhukov
Apr 05, 2005, 07:03 PM
lurker comment: They tend to stick hard to the Daimyo upgrade techs, but the overall pace will soon be dizzying.

Sir Bugsy
Apr 05, 2005, 08:03 PM
When I generated the save, I didn't even look at the settings. I clicked random civ and Deity level. I suppose I should have selected the SGL option off.

Bede and D-man - nice start.

Whomp
Apr 06, 2005, 08:53 AM
Grasshopper will be watching and learning.

Doc Tsiolkovski
Apr 06, 2005, 09:11 AM
You cannot turn off the SGLs. Same as you cannot turn off 'Preserve Random Seed' :(.
All scenario settings are set in stone since 1.12 (or 1.15?).
Well, at least there are wonders in Sengoku. Got my very first SGL in Napoleonic Europe :lol:...

grahamiam
Apr 06, 2005, 05:52 PM
Preflight check: Well, I start this without a clue to what techs do what :lol:

IBT: Myst -> Ancestor Worship (on the way to Izumo Shrine) 18T @ 60% +0gpt

T1: Jul 1465AD mine the game

IBT: Get booted from somewhere; Tsuchiuru settler -> Ashigura

T2: Jan 1466AD Settler/Ashi head S towards the Dyes/Furs/Silks; Exploring Daimyo ends up next to a barb.

T3: Jul 1466AD Daimyo kills barb (2/3)

IBT: Tsuchiuru Ashi -> Ashi

T4: Jan 1467AD Nada, settler in position

T5: Jul 1467AD Found Chiba -> worker; MM sliders, AW in 10T

IBT: Tsuchiuru Ashi -> settler

T6: Jan 1468AD

T7: Jul 1468AD

T8: Jan 1469AD

T9: Jul 1469AD Exploring Ashi sees 2 borders (1 red, 1 yellow); Date up invention, down Myst. Will wait till we meet someone to see if I can get it cheap

IBT: Tsuchiuru settler -> settler

T10: Jan 1470AD Meet the Oda, they are down Alpha, Pott, Myst. We sure this is diety? Don’t know who red is yet.

Left settler with escort unmoved for next player. Pump is setup, but requires MM'ing (both tiles and sliders)

http://www.civfanatics.net/uploads9/5S-Jan1470AD.jpg

Sir Bugsy
Apr 06, 2005, 08:09 PM
I have it. Settler pump is set up, moving towards Izumo. Should have it back by the time I hit the rack.

Sir Bugsy
Apr 06, 2005, 10:05 PM
Pre-flight - Jan 1470 – Bump lux up 0% to keep the factory happy. Move our new settler pair towards the north. Date is up invention, everyone else is equal or behind in techs.

Jul 1470 – Science down one, lux up one. We spot some iron in Uesugi land.

Jan 1471 – Get 25G from a hut.

Jul 1471 – Science down a lot.

IBT – An Ashi defeats two barbs and promotes. Ancestor Worship =>Shinto Precepts

Jan 1472 – I buy Invention & 6G from Oda for Alphabet, Myst and Pottery. We are now tech leaders. Lux down 10.

IBT – Chiba: worker=>worker

Jul 1472 – Fund Togane to the NE.

Jan 1473 – Sell Alphabet to Saito for a worker and 13G.

IBT – Ashikaga: barracks=>Crossbow

Jul 1473 = Meet Miyoshi. They’re stupid too. Lux up 10.

IBT – Settler=> settler

Jan 1474 – Found Katsuura, to the south on the coast.

Jul 1474 – Lux back up.

IBT – We get boted from somewhere.

Jan 1475 –

After Action - Keep a close eye on the settler factory. It requires MM every other turn. You can buy another worker from Imagawa. Here’s our Fiefdom:
http://www.civfanatics.net/uploads9/Five_Sams_-_Jan_1475.JPG
There’s a settler ready to move onto Red Dot. Green Dot and White Dot would be two nice locations as well.

Save: http://www.civfanatics.net/uploads9/Five_Samurai,_Jan.,_1475_AD.SAV

Bede
Apr 07, 2005, 01:19 AM
I think we need sake to drink and furs to wear against the chilly spring nights.

Wheel of Fortune:

'Gator - up
Bede - looking for vowels
d-man
g-man
Bugsy

DJMGator13
Apr 07, 2005, 07:02 AM
What is "Got it"? Vanna Bede

I can play this evening after work.

DJMGator13
Apr 07, 2005, 05:42 PM
Where do we want the Izumo Shrine? Currently the only city that can build it is Katsuura (requires coastal city), but should it be built closer to capital to limit corruption?

grahamiam
Apr 07, 2005, 06:24 PM
there's some whales off the coast, due east of the capitol. we need to explore a little more over there to remove some fog, but that should be close enough?

Bede
Apr 07, 2005, 09:22 PM
I'm thinking 3NE1SE from the capitol for the Izumo Shrine City.

Sir Bugsy
Apr 07, 2005, 09:29 PM
Either 3NE1SE or 4NE1SE, depending on what you can see off the coast.

DJMGator13
Apr 08, 2005, 07:18 AM
I got thru 5 turns last night before losing power in the storms. I'll finish the other 5 tonight and post it this evening.

Is the Iz Shrine a great or small wonder? I got the popup similar to the FP popup about our people wanting to build it. Just wondering if it's worth the SGL or can we hand build it? I see the whale area that you all have suggested so I'll start a settler that way.

AI really seems to over value Sojutsu. I've been unsuccessful trying to trade for it even after gifting the one civ that has it 2 first tier techs so that I could offer them some 2nd tier techs and cash.

Settler pump is working fine at 4.5 to 6.5, we're close to it being a settler/warrior pump but I think we're short 1 BG. I've grabbed the red dot, should be able to grab the green dot (although I thought we lost it for awhile) and I'm working on the white dot to hook up a few more luxes.

romeothemonk
Apr 08, 2005, 07:56 AM
The Izumo shirne is a 200 shield small wonder.
I would use your free wonder coupon on the great wall of the Oracle. Either one of those really helps in the ealry culture race. The Sun Tzu's wonder with Feudalism is very nice as well.

dmanakho
Apr 08, 2005, 08:10 AM
I wouldn't use SGL for small wonder.

Oracle or Gr. Wall are better choices.
Sun Tzu is probably the best choice if we are willing to wait

grahamiam
Apr 08, 2005, 08:19 AM
crap, I wish that was clear :( we could have rushed the Oracle a while ago. imho, just rush the Oracle now, unless the Great Wall has some other benefit. We can capture or prebuild for Sun's.

DJMGator13
Apr 08, 2005, 09:33 AM
Oracle is still available so I'll rush it when I start back up this evening.

DJMGator13
Apr 08, 2005, 08:55 PM
preturn - Jan 1475
I have to give up 2 first tier techs, that we don't have monopolies on, to get the other worker so I decide to make some money while I'm at it.

TRADE: Myst to SAITO for 111gold
TRADE: Myst & Alpha to IMAGAWA for worker & 12 gold
TRADE: Myst to MOGAMI for 51 gold
TRADE: Myst to UESUGI for 25 gold

Could get 200 more gold by selling Ancestor Worship, but we have monopoly on that so I'll wait

IBT - Oda ask us to leave

Turn 1 - Jul 1475
kill a barb
move settler pair to red dot (must be saving the pink dot for later in the game)
our Daimyo is still a regular - look for some barbs to kill

IBT - one of the only tribes I did not trade with last turn learns Sojutsu
Tsuchiuru settler => settler

Turn 2 - Jan 1476
CivAssist says Sojutsu is worth 400 gold & TAKEDA are down Pot & Myst (both worth 32 gold) - cant trade for it without gifting them Myst and giving up monopoly on Ancestor Worship - so let's wait a turn and see what the AI's do
mm Tsuchiuru to +5fpt
found Kiryu (on red dot) set to worker
pop a GH and get map (not much more than we already knew)
start settler towards green dot
lux down to 10%

IBT - Oda finally boot us - I was trying to cross their lands and almost made it

Turn 3 - Jul 1476
looks like we are going to lose out on green dot to the Uesugi they have 2 settlers in the area - for now I keep settler heading that way
lux back to 20
our Daimyo kills a barb in camp (+25gold)

IBT - both Uesugi settler pairs move past green dot area
Ashikaga crossbow => crossbow

Turn 4 - Jan 1477
sci down to 70% still in 2 at +2gpt

IBT - Miyoshi want us to move - I agree / Miyoshi learn Masonry
we defend against a barb, then 2 barbs come out of the fog near an undefended Katsuura
Chiba worker => worker

Turn 5 - Jul 1477
Since I'm not sure how long our monopoly will hold I decide to trade Ancestor Worship
TRADE: Ancestor Worship and 133 gold to Miyoshi for Masonry
since I'm about to gift Myst and Pot to Takeda, I sell it to Date & Saito for a total of 36 gold, but atleast I got something for it

Well that sucks, they still won't trade Sojutsu even for Ancestor Worship, Masonry and 184gold
TRADE: Ancestor Worship to Oda for 82 gold
still can't trade for Sojutsu / no one else, who are down techs, has any money

I spy a purple border but I'll probably get booted before making it to them
mm Tsuchiuru to +5fpt
sci to 50 still in 1

IBT - Green dot is available both settlers are way past it now / 2 barbs approach Katsuura
we learn Shinto Precepts set to Math (so we can do MapM next and get a galley moving)
Tsuchiuru settler => settler (we're wasting shields but we don't have enough for warrior/settler pump)
Oda start Oracle / Takeda learn CoL

Turn 6 - Jan 1478
sci to 80 lux to 20 / Math in 7 at -3gpt currently

I pause here to check Bugs' log but I can't get back online - was wondering if I was doing the settler pump wrong. Ask about Iz Shrine build.

Can trade for COL but at monopoly price - not worth it yet
start new settler to white dot
use SGL to rush Oracle
fort warrior due N of the 2 barbs - remember that I'm playing without the Patrol fix so this may actual be useful
pop a GH near Takeda city and distubed barbs, but 1 is next to the city and the other is next to the Uesugi settler pair
pop another GH (away from our core) more barbs appear at the Takeda border
find out that white dot has a forest game in it's initial 9 tiles
our exploring warrior is 1 tile from meeting the purple border and if we get booted now it should be closer to the purples

IBT - Miyoshi boot us
Tsuchiuru builds Oracle => settler - we enter our Golden Age - wasn't expecting that
Katsuura ashigaru => worker

Turn 7 - Jul 1478
we meet the Urakami, 6 cities down MAS, ALPHA & AWorship
we meet the Matsunaga, 5 cities, down same 3 techs

Thanks to the GA we are now a size 5 warrior/settler pump
change some builds because the workers will complete before growth

IBT - Urakami ask us to leave, agree
Tsuchiuru ashigaru (1 turn) => settler

Turn 8 - Jan 1479
Takeda settle near white dot, but I can still settle 1 NE of dot and claim the furs, dyes and game, but we lost the spices there
found Ota on the dyes, we now have 3 luxes hooked up => barracks
found Otawara (green dot) => barracks

IBT - Urakami demand we move, get booted backwards / Takeda ask us to move (didn't know I was trespassing)
Kiryu ashigaru => barracks

Turn 9 - Jul 1479
running a blockade on the Uesugi settler pair which seems to be heading to where want our Shrine city
sci down to 60% still in 2

IBT - Urakami asks us to leave again, agree / Miyoshi learn Math
Katsuura worker => barracks

Turn 10 - Jan 1480
not much

The Save (http://www.civfanatics.net/uploads9/5Sam_1480AD.SAV)

Notes to next player
1. our Daimyo redlined 2 turns ago and I'm running him back to nearest city because a barb is after him (so don't rest to heal)
2. can't contain the Uesugi settler pair
3. we'll have a settler next turn, start towards coast for our Shrine city
4. feel free to change builds, I wasn't sure if we wanted barracks or temples
5. we're almost out of space and we haven't claimed the iron yet
6. we'll learn Math next turn so not worth trading for

http://www.civfanatics.net/uploads9/5Sam_01.jpg

http://www.civfanatics.net/uploads9/5Sam_02.jpg

Sir Bugsy
Apr 08, 2005, 08:56 PM
Hey, it's ok gents. New rules, we're going to have a bit of a learning curve. But that is part of the fun. :D

Edit - Cross post with Gator - Well played. It is looking like the boys in the green tunics are itching for a fight. Might need to start thinking in that direction.

Bede
Apr 08, 2005, 09:08 PM
Got it. Play tomorrow.

Looks like time to set up for war against the Takeda. Is that Jade I see in those mountains?

:D

Edit - Cross post with Gator - Well played. It is looking like the boys in the green tunics are itching for a fight. Might need to start thinking in that direction.

@Bugs, we really got to cut this out, I x-posted your edit of your x-post with 'Gator

Sir Bugsy
Apr 08, 2005, 11:02 PM
@Bugs, we really got to cut this out, I x-posted your edit of your x-post with 'Gator
Are you sure we're not related? This is like when I start a sentence and my brother finishes it.

Bede
Apr 09, 2005, 11:13 PM
Trade our duopoly on Masonry +57g to Takeda for his monopoly on Code of Laws then use CoL to relieve the Miyoshi of 223g.

I see no advantage to holding on to Shinto Precepts so sell it Takeda for 148g and the Oda for 76g and Miyoshi for 61g. Then sell Ancestor Worship to Matsunaga for 43g, Imagawa for 31g, Date for 30g and Urikami for 19g and the Mogami for 13g.

In Jan 1482 build Kurioso on the coast and start a temple.

In Jul 1482 Tokugawa pays a call and wants Ancestor Worship and 880g for Sojutsu. I'm not even sure why we want it and certainly not at that price.

In July 1482 sell Takeda Currency for Map Making, 14g and his World Map, then relieve the Oda of their World Map and 10g for our Territory Map. Matsunaga wants Mathematics for his World Map, swap Territory Maps with the Date and get their 4g, then do the same with the Miyoshi for their 5g. Get the Saito's World Map and 9g for our Territory Map, swap our Territory Map and 4g for Urikami's World Map, then our Territory Map and 7g for the Mori World Map. Get the Urikami World Map for our Territory Map. We can now see most of the Island but there are some borders in the far west that tease in and out of the fog.

The Hojo are setting the blistering technology pace so far. We lack only Sojutsu and are ahead of all but the Takeda. We are now researching Horseback Riding at Maximum due in 6 @-5 with 1026 in the bank after another round of map sales that got most of the cash in the world.

Our borders have expanded nicely to include all the visible luxuries and the anount of grassland we have should have horses on them somewhere (visible with HBR which will allow us to build blitzing horseman, expensive though at 40 shields).

There is a settler/warrior team heading to the coast NE of Togane. The capitol took a rest from settler duty to pop out a worker, but is now building a Ashigaru to be followed by a settler who should head west to claim the iron northwest of Ashikaga. The barracks towns are producing Stone the Crowsbows but could probably shift to veteran Ashigaru for upgrade to Bushi after the iron is claimed.

The Emerging Shogunate

http://www.civfanatics.net/uploads9/FiveSamurai1_1458.jpg

Roster check:


d-man - up
g-man - on deck
Bugsy
'Gator
Bede

dmanakho
Apr 10, 2005, 01:47 AM
Got it...
I have SGOTM6 to play... so will probably play this one on monday.

Sir Bugsy
Apr 10, 2005, 12:02 PM
Capturing Takeda lands is starting to make a lot of sense. We will be facing the same difficulties that every Daimyo has faced... the Japanese Alps. That will impede our movement.

Another option for everyone to consider - Uesugi. Since they control the fertile flatlands of the north, we could attack with greater speed. That would add greatly to the wealth of the Hojo. In addition, it would also open up the north end of Takeda lands for when we decide to go to war with them. We could come south through Maebashi, and not be impeded by the mountains.

Bede
Apr 10, 2005, 12:54 PM
Taking two or maybe three Takeda towns would provide two of the big three resources, iron and jade and could be quickly done with Crossbows. When we have horsemen we could think about striking north into Uesugi for the fertile flatlands

dmanakho
Apr 10, 2005, 04:53 PM
I opened the save... Don't have time to play now, but just wanted to let you know. I am going to relocate town of Togane one tile SW.
I am not sure how this happened but on its current location we are wasting 2 BGs none of the cities have access to.
That way the Fishing village i am going to establish with existing settler will also nicely fit.
SGOTM6 is over and i will probably play later today, worst case tomorrow.

DJMGator13
Apr 10, 2005, 06:59 PM
Taking the Takeda towns could also help us spilt the island in half, allowing us to control who goes east and west via land. We would then have the 2 civs North of us isolated from the others.

Sir Bugsy
Apr 10, 2005, 10:48 PM
Gator - Exactly. We can then consolidate north, then work our way south.

dmanakho
Apr 11, 2005, 05:58 PM
pre-turn:
switch Togane to settler
Buy Sojutsu from Date for MM, SP and CoL and wonder if it was worth it.

T1. Jul 1485. Caputal Ashigaru->settler Upgrade our Daimyo to level 4. Bought a slave from Urakami for CoL.

T2. Jan 1486. Founded a Fishing Village.

T3. Jul 1486. worker tasks

T4. Jan 1487 Capital settler-Ashigaru. Takeda has wheel, but we have HbR in 2 turns so i will trade later.

T5. Jul 1487AD. Abandoned Togane founded Mito.

IBT. HBr comes and i trade it with Takeda with Wheel and 20Gold

T6. Jan. 1488 Sold MM to Miyoshi for slave and 21 gold. Construction in 5 at 100%

IBT. Khmm... Our golden ages are ended and i haven't even noticed we had it.. I saw we were getting extra shields from BGs but i thought it was this particular conquest's feature. :)

T7. Jul 1488.

T8. Jan. 1489AD Hitachi is founded... a little aggressive but i think it will work..

T9. Jul 1489

T10. Jan 1490. Takeda has construction. Our construction comes in 3 turns, so recommend research it instead of buying
Currently only one town is building stone throwers.

http://www.civfanatics.net/uploads9/5sams-1490.JPG

save (http://www.civfanatics.net/uploads9/FiveSamurai-dman-Jan1490AD.SAV)

DJMGator13
Apr 11, 2005, 06:08 PM
Our GA started during my turns when I rushed the Oracle.

grahamiam
Apr 11, 2005, 07:25 PM
gogogot it

Mistfit
Apr 12, 2005, 01:02 PM
Banner for the Game (can you pick out who you are :mischief: )
http://www.civfanatics.net/uploads9/Samuri_5.JPG
Good Luck Guys! Gator told me this crew was playing one but it took me a bit to find the dang thing. I figure that you needed a banner to put somewhere in the thread like the Mag 7. :D

Bede
Apr 12, 2005, 05:26 PM
:rotfl: Mistfit you are a gas....

grahamiam
Apr 12, 2005, 08:05 PM
Preflight check: We’ve expanded all we can so I switch off the settler pump and build workers instead. We only have 6 natives and 7 slaves, will try to get us up to 10 natives and improve the capitol area so we can really let it grow and become a powerhouse.

IBT: Takeda building GWall

T1: Jan 1490AD Where the heck is this settler/stone thrower supposed to go? Move them west towards the gems. MM a bunch of towns.

Tsuchiuru worker -> worker

T2: Jul 1490AD

IBT: Construction -> Fued (9T, -8gpt, 70% sci, 30% lux (to get people growing again)

T3: Jan 1491AD

T4: Jul 1491AD

IBT: Tsuchiuru worker -> worker; Ashikaga SC ->SC; Ota Barracks -> SC

T5: Jan 1492AD Decide to send the settler back to hang out. If I settle near the gems, we’ll have problems, I can feel it.

T6: Jul 1492AD

IBT: Tsuchiuru worker -> worker

T7: Jan 1493AD

IBT: Ashikaga SC -> SC

T8: Jul 1493AD Takeda up Fued, we have 5T left

IBT: Tsuchiuru worker -> worker; Shirakawa worker -> temple; Takeda building Sun’s

T9: Jan 1494AD Join settler into Ahikaga

IBT: Ahigura SC -> SC

T10: Jul 1494AD Gems connected in 4T, working on Incense and Jade. Once we have those connected, lux can come back down. Also, we are up to 11 native workers with another due next turn. We need a Library in the capitol and let it start growing. Also, we should think about an archer rush up to the Uesugi to capture the iron as all our units pretty much stink. Maybe get the Date to help out. However, we basically have no infrastructure so we could use some work on that as well.
Fued due in 2T.

Sir Bugsy
Apr 12, 2005, 09:18 PM
The banner was added to the first post. Mistfit - you are a nut! :crazyeye:

I have it.

BTW - I didn't know they had motorcycles in feudal Japan. :lol:

Admiral Kutzov
Apr 13, 2005, 08:57 PM
@mistfit - :rotfl: gram's rocks. bede should change his avatar. :lol: haven't figured out the motorcycle? nice banner. :goodjob:

Sir Bugsy
Apr 14, 2005, 12:00 AM
Pre-flight – Jul 1494 - No trading to be done. All is in order.
IBT – Tsuchiuru: worker=>barracks

Jan 1495 – Science down 10%

IBT – Feudalism =>Calligraphy We enter the Early Sengoku Daimyo Period. I went for Calligraphy so we can get Ronin. That’s about five techs down the road. Science to zero. We go lone scientist.

Jul 1495 – I revolt. We draw eight turns.

During this time Takeda gets Bojutsu and Suieijutsu. Both are untouchable. I will play through the anarchy so the next player doesn’t have to.

Jul 1499 – We become a Feudal Ruler. Reassign our citizens.

We need some more crossbows, but we should be able to take off now.

Save: http://www.civfanatics.net/uploads9/Five_Sams,_Jul.,_1499_AD.SAV

d-man
g-man
Bugsy - Played through the anarchy
'Gator - up
Bede - on deck

DJMGator13
Apr 14, 2005, 07:10 AM
I won't be able to play until Friday night, so if Bede wants to jump ahead of me that would keep the game moving and I'll grab it after him.

romeothemonk
Apr 14, 2005, 04:37 PM
It will be key to note that Feudalism has WW, and that it can get more than marginally annoying in this scenario. The Escape from Despotism is usually worth it though. You can only choose between feudalism and despotism.

Bede
Apr 14, 2005, 09:00 PM
@Gator, I won't see this one until Friday anyway. So if you can play Friday I can get it Saturday.

DJMGator13
Apr 15, 2005, 06:52 AM
OK, I'll grab it after work and post tonight.

EDIT: Playing now, will post soon

DJMGator13
Apr 16, 2005, 11:37 AM
preturn 99 - July 1499
reviewed military - we are weak to everyone
we have only 8 stone crossbows and only 2 in current production, I'll try to concentrate on more units this round
notice F8 says we only need 35% for domination - is that correct

we are not researching, by choice or just not reset after the anarchy period?
set to Bujutsu @90% in 13 turns +4gpt - this will move us closer to Samurai Archers

IBT - Tokugawa demand Feudalism (tough decision for the first IBT) looks like they would have to come thru the Imagawa to get to us so I decline the demand and they

http://www.civfanatics.net/uploads9/5Sam_03.jpg

Chiba archives => barracks
Kiryu temple => barracks
Kuroiso barracks => Stone crossbow

Turn 100 - Jan 1500
we have direct exposure to 2 Tokugawa cities
switch Hitachi to cat
drop sci to 80% in 13 vrs 11 but +12gpt vrs +1
move troops south towards Hitachi which is our most exposed city

IBT - a single TOK bow enters our land

Turn 101 - July 1500
rush the barrack in Katsuura for 20 gold after a forest chop came in
rush the barracks in Chiba for 186 gold, so it can get on units
kill the TOK bow with our vBow

IBT - quiet
Ashikaga bow => bow
Chiba barracks => bow
Katsuura barracks => bow
Ota bow => bow

Turn 102 - Jan 1501
position troops, have a POD outside Kakegawa (TOK)
POD - Pile of Destruction, didn't think 5 units constitute a SOD

IBT - our POD survives a vicious counterattack by a regular bow

Turn 103 - July 1501

Battle for Kakegawa (TOK) size 1 but has expanded twice
Daimyo vrs rAsh - we win flawlessly
Daimyo vrs rAsh - we win down 2 hp and promo to vet at 2/4
vBow vrs rAsh - we die after redlining unit
vBow vrs rAsh - we die after redlining unit
that sucked :cry: - another fully healed rAsh jumps to the top, that means there are atleast 4 units still in the city

our POD was a pile alright but damn sure not of destruction
rush 2 more Bows & the cat in the area for about 100 gold total

IBT - see a TOK warrior coming thru Takeda territory
Tsuchiuru barracks => bow
Ashikaga bow => bow
Chiba bow => bow
Mito barracks => bow
Katsuura bow => bow
Kuroiso bow => bow
Hitachi cat => cat

Turn 104 - Jan 1502
drop sci to 60% in 10 vrs 8 at +34gpt vrs +11, since I've been spending some gold
retreat 2 injured units from the battle and move in 4 more bows and a cat

IBT - great :rolleyes: a galley shows up outside the TOK city so more troops could be there now
Otawara temple => cat (1 shield city)

Turn 105 - July 1502
position troops into another Pile

IBT - the TOK galley went thru the city and continued north, so it could have dropped off or loaded up to go after some undefended cities of ours / the TOK ash moves into our lands next to Chiba
Tsuchiuru bow => bow
Ashikaga bow => bow
Ota bow => bow
Takeda completes the Great Wall

Turn 106 - Jan 1503
kill the TOK ash by Chiba
send a bow towards our undefended city of Shirakawa

Battle for Kakegawa (TOK) - The Revenege of the Pile
cat shot hits inflict 1 hp
vBow vrs rAsh - we win down 1hp
vBow vrs rAsh - we win down 1hp and promos the Grandmaster
move our healed Daimyo vrs 2/3 rAsh - we win and promo to Grandmaster and

http://www.civfanatics.net/uploads9/5Sam_04.jpg

there are also 2 workers in the city

the TOK galley must have picked up the bow, because it is no longer in the city

Takeda learned Calligraphy either this turn or the last turn - no one else is up any techs but they are up 3 techs now

Turn 107 - July 1503
move troops towards Yaizu (TOK)

IBT - TOK galley unloads a rBow by an undefended Tsuchiuru - worried for a moment until the next popup
Tsuchiuru bow => bow (that's why I left it undefended)
Ashikaga bow => bow
Kuroiso bow => bow

Turn 108 - Jan 1504
vBow vrs rBow outside Tsuchiuru - we DIE
I move 2 units into it from Ashikaga and move 2 other Bow into the area

I delay the attack on Yaizu a turn to move in our grandmaster bow, since this is the last easy city to take from the TOK and we can make peace with them after I capture it

IBT - the TOK rBow dies attacking Tsuchiuru / a rBow moves out of Yaizu but doesn't attack our Pile / Takeda learned Bujutsu - they are up 4 techs
Chiba bow => bow
Mito bow => bow

Turn 109 - July 1504
our Pile has grown into 9 bows, a cat and our Daimyo - time to call it a Stack

Battle for Yaizu (TOK) size 1 has culturally expanded
cat takes 1 hp off a vBow
our Daimyo takes out 2 rAsh - losing only 1hp
vBow vrs rAsh - we die inflict 1hp
vBow vrs rAsh - we win down 1hp
vBow vrs rAsh - we win flawlessly
vBow vrs rAsh - we win flawlessly
vBow vrs rAsh - we die inflict 1hp
vBow vrs rAsh - we win flawlessly
finally seeing wounded troops
vBow vrs 3/4 vBow - we win down 1hp
vBow vrs 2/3 rAsh - we win down 1 hp and promo to Grandmaster (first promo of the battle)
should be only 1 unit in city
4/5 gBow vrs 2/3 rAsh - we redline and capture the city and 2 workers (settler)
a vBow from Hitachi takes out the rBow which left the city (which was nice because we would not have taken the city had it stayed inside) and he promod


Notes to next player
1) there are 6 TOK units in Takeda lands SW of our new city - maybe time to make peace but they have no techs to gain and their other cities are poorly located, too hard to defend
2) Tsuchiuru needs some tiles irrigated - it's working 2 forest tiles and is wasting shields building bows
3) I lowered sci to 50% still in 4 turns at +47gpt, 70% sci will knock off 1 turn, might be worth changing for the 60 gold difference it'll cost us, that’s 1 turn closer to Samurai Archers, which would be good to upgrade and then go after the Takeda and some iron
4) we are now average to a few civs, but are still weak to our immediate neighbors, we are up to 17 Stone crossbows
5) I think Takeda should be our next target, they are the clear dominate AI at this point and if we take them out we should be able to control our region easily

The Save (http://www.civfanatics.net/uploads9/5Sam_Jul1504AD.SAV)

Bede
Apr 16, 2005, 12:04 PM
Nice.

Got it.

Roster check:

Bede -play tonight
d-man - on deck
g-man
Bugsy
'Gator

Bede
Apr 17, 2005, 09:32 AM
I was enjoying the fine weather, listening to the birds sing, thinking about Samurai archers, it was a really nice morning, the Hojo were doing the Mojo, when Takeda spoiled it all.

Eight quarters were spent very peacefully. Kept trading maps for money staying within spitting distance of the Takeda tech monster when fifteen Bushi and Crossbows showed up in the mountains above Ashikaga, not to mention a couple of those nasty fast moving monks. Cut him a deal for Kuyujutsu, reinforced Ashikaga, then asked him his intentions: WAR! Plinked at his attackers with the catapults and it was like shooting a grizzly with a .22, not much effect and it just really pissed him off.

Ashikaga is now Takeda's and the Yamabushi skipped across the land and burned the little fishing town east of Chiba.

Tsuchiuru is within range of the remaining Bushi, six that I can see and I don't know how many in Ashikaga and is not very strongly defended.

Looks like d-man gets to save the bacon....

http://www.civfanatics.net/uploads9/5Sam1507.jpg

The gallant Daimyo is hiding in Kuroiso and there are brand new Yamabushis defending in Ochiba, Tsuchiuru and Ota along with newly minted SamArchers.

The Save needing a Samurai (http://www.civfanatics.net/uploads9/Hojo_Ujiyasu_of_the_Hojo,_Jul.,_1507_AD.SAV)

dmanakho
Apr 17, 2005, 09:33 AM
i have it...
also have another SG before this one but try to finish both of them today...
well... worst case tomorrow :)

Sir Bugsy
Apr 17, 2005, 05:07 PM
Did they crank up the AI aggression in this scenario? Or maybe it is just Deity.

dmanakho
Apr 17, 2005, 10:58 PM
It was a nice sunny morning in North Carolina and i woke up with full intention of playing couple of SGs when my dearest wife declared the state of emergency.

I was informed she has some tests to prepare for and some papers to write and i have to take our 4 years old and make sure she can do her college work.
Oh well, we spend it outside in the park pedaling the boat, at the ice cream parlor, moved to the car wash and finally spent few late afternoon hours at friends...
As you can see i didn't have time to play 2SGs tonight and i am sorry.
However, tomorrow night we will definetely find out if Takeda hands us a fancy plate with our rear ends rolled in rice and garnished with hot wasabi and pickled ginger root.
Khm...May be I should have some sushi for the lunch tomorrow.

RowAndLive
Apr 18, 2005, 11:34 AM
I'm really enjoying lurking here - definitely exciting!

Perhaps someone can help with a small problem. I'm trying to play the associated Conquest, but keep crashing out of the setup for lack of a file for a medieval Japanese settler. Can this be fixed via reinstall, or do I need a patch from somewhere?

Thanks!

dmanakho
Apr 18, 2005, 06:25 PM
pre-turn: Takeda units are everywhere. I numbered units on map

http://www.civfanatics.net/uploads9/5samspreturn.JPG

We have many workers under attack and i can't move them.
Takeda sent our way Yamabushi units. They treat all terrain as roads and can cross 6 tiles even on our territory. They have good defence and offence enough to kill our ashugarus and capture cities. killed 1 Takeda Samurai Archer in the woods near Oka. I am afraid to attack because that will leave our troops in open field and i have no means to defend them. MAs against Takeda are also not an option. At this point little i can do but press next turn now.
FIshing Village defended by a single Ashugaru and within direct hit of 2 Yamabushi.

IBT. Lost one stone thrower left in open near Ota.
Yamabushi attack Mito kills our defending Ashugary and retreats in top of mountain with full hp box.
Another one captures stack of 6 workers near fishing village and yet another one attacks town of kills
defending ashugary and keeps all hps intact.
Meanwhile we lost 3 workers near Ota and bunch of Bushis entered our land.

T1. Oct 1507AD. Takeda units surrounded and blockaded Ota. I killed standalong units around Ota and re-captured 2 of our workers. as you can see on picture our production capabilities are pathetic. Our army smaller than Takeda's already and we have no ways to build more units in short time. At this moment next turn is the only option i have.

http://www.civfanatics.net/uploads9/5samsturn1end.JPG

IBT. Situation is bad and i mean it. Long range Yamabushi have no problems killing our weak defenders.
They run from the shadow of Takeda borders and i can't possibly predict their movements.
Takeda captured Town of Hitachi and burned to the ground town of Kiryu

T2. Jan 1508AD. Killed couple of Takeda units. we are in danger of losing more cities IBT.

http://www.civfanatics.net/uploads9/5samsturn2end.JPG

IBT. 2 Yamabushi attacked northern town of otawara. One defending stone crossbow died but second stayed alived.
In addition to all misfortunes Tsuchiuri rioted :-(. Takeda uses Bushi as distraction moves bunch of them in one direction and then all of the sudden attacks with Yamabushi in totally different place. I never experienced such tactics from AIs.


T3. Apr. 1508AD. Lux slider up 30%. Kill one Takeda unit. They won't talk to us. A little less units within our borders but that doesn't matter. All our cities were captured by units coming from the fog.

http://www.civfanatics.net/uploads9/5samsturn3end.JPG

IBT. No cities lost and we even killed 2 Yamubashi trying to pick at Yaizu. But our capital is in riot again...
http://www.civfanatics.net/uploads9/5samscapital4thturn.JPG

In the previous turn i had 6 happy citizen and 5 unhappy ones and now look at this picture.

T4. Jul1508AD. Killed one Takeda units. Lux slider is up 60%. Takeda won't talk

http://www.civfanatics.net/uploads9/5samsturn4end.JPG

(to be continued)

dmanakho
Apr 18, 2005, 06:47 PM
IBT. No losses.

T5. Oct 1508. killed one unit. re-grouped. Takeda won't talk

http://www.civfanatics.net/uploads9/5samsturn5end.JPG

IBT. Bad Bad bad.... We lost 3 units. Takeda lost none. they cut our most of our luxuries and at the end i am getting this:

http://www.civfanatics.net/uploads9/5samsotadeposed.JPG

T6. Jan. 1509. We are 4 less stong units vanished in Otta plus 3 workers and catapult. There is absolutely nothing i can do this turn. Bushi's are all around and we can't defend

IBT. Takeda capture Kakegawa.. This is a disaster

T7. Apr. 1509. Takeda will finally talk to us and this is what they want.

http://www.civfanatics.net/uploads9/5samspeacetreaty.JPG
That also includes all of our workers.

I will stop here... Even if we make peace there is no way we will pull this game on diety level or may be we will... what do you guys think?

Sir Bugsy
Apr 18, 2005, 09:51 PM
Well we learned something very important about the Sengoku scenario. Military techs reign supreme.

Should we try another random go or struggle on?

Pros:
1. We are still alive.
2. We are ahead of most of the other civs.
3. We still have some productive lands.
4. We don't need to give up any more cities for peace.

Cons:
1. We are still alive.
2. No workers.
3. Lousy economy for 20 turns
4. Takeda will only get stronger

:hmm: :hmm: :hmm: Let me ponder this one for a while.

Bede
Apr 19, 2005, 07:05 AM
:sad: I should have been building military :spank: :wallbash: instead I took a walk in the park.

I say roll the dice again.

DJMGator13
Apr 19, 2005, 07:28 AM
I've not attempted this scen. before so I'll go along with the team, but this does look bad.

I think our only hope here is if we could get others into the war and then make peace with Takeda, but that's a little underhanded.

dmanakho
Apr 19, 2005, 07:31 AM
I think our only hope here is if we could get others into the war and then make peace with Takeda, but that's a little underhanded.

I thought about that... But is it just me or is it a scenario feature, I can not select capital to open embassy screen.
No embassies - no MAs...

grahamiam
Apr 19, 2005, 07:48 AM
this one is over. let's reroll the start. maybe we'll be able to build something better than archers this time.

Mistfit
Apr 19, 2005, 08:01 AM
Samurai 5.1
http://www.civfanatics.net/uploads9/Samuri_5-1.JPG

dmanakho
Apr 19, 2005, 08:05 AM
@Mistfit: :goodjob: :cool:

@team: so let's roll another one... So what is it going to be now? A chieftain game perhaps? :p

Doc Tsiolkovski
Apr 19, 2005, 08:40 AM
Ouch. Shows again that in this one scenario the balance is completey broken. Once one Civ (human or AI) gets the upperhand, it is simply impossible to defend against
Yamabushis...

@RowAndLife: Do you have PtW/the 'Medieval Japan' folder? If not, get it from Civ3.com (note it is listed under 'terrain', not units!).

romeothemonk
Apr 19, 2005, 09:09 AM
A few key things I learned about this scenario. It took me ~4 false starts.
1) Positions of all the playable civs are easily winnable with the right strategy.
2) Never war against playable civs until you have real units and a real SOD, not a PoD.
3) Pick on the nonplayable civs and turtle badly until you have samurai.
4) The Scenario is 540 turns long for a reason, use them all.

DJMGator13
Apr 19, 2005, 09:24 AM
I thought Calligraphy gave diplomatic alliances but it may only be ROPs.

We could really have used some iron in this one. Should we look to build a minimum of cities (5 -7) and then just start producing military units? Our early GA didn't help matters either.

RowAndLive
Apr 19, 2005, 09:38 AM
@RowAndLife: Do you have PtW/the 'Medieval Japan' folder? If not, get it from Civ3.com (note it is listed under 'terrain', not units!).

I do, and will check the folder tonight. I had reinstalled at one point, so may have missed it. Thank you!

Bede
Apr 19, 2005, 04:23 PM
Nah, not Warlord, let's bump it up to Regent. :D

Sir Bugsy
Apr 22, 2005, 08:33 PM
My apologies to all. The DSL modem went tango uniform and I was away for a few days. I shall respin the start, and open another thread.

Mistfit
Apr 23, 2005, 09:44 AM
If you'd like me to look at the starting position to insure a specific resourse before playing I will do the for you. Of course no other spoiler info could be weasled out of me though :D

DJMGator13
Apr 27, 2005, 06:00 PM
My apologies to all. The DSL modem went tango uniform and I was away for a few days. I shall respin the start, and open another thread.


Any progress, hopefully this won't turn into a TDG timespan :lol:

I actually just started my COTM11 attempt last night, so no real hurry.