View Full Version : The Vikings Archipelago Challenge
aneeshm Sep 22, 2003, 09:09 AM Though this is almost nothing compared to the miracles some have performed here on Diety , I think this game is challenge enough even for Monarch and Emperor level palyers .
We are the Vikings , seemingly in a good starting locaiton . Play on to learn more . . . . . . .
This is an open for all game . Post as you play . There is no order of succession . This is more of a challenge . I would prefer liberal amounts of screenshots. Critiques and tips from more experienced players are also appreciated .
Level:Regent
Map:Archipelago
Civ:Vikings
Barb:Sedentary
Geography:Max % Water
Age,Temp,Climate:All Default
Victory:All Enabled
Here is the save (PTW , latest version) .
mad-bax Sep 22, 2003, 09:21 AM OK I'll bite.
GOT IT
I'll play the first 20 turns.
ControlFreak Sep 22, 2003, 09:31 AM Curse you Mad-Bax.....
I was all set to grab it for lunch break but saw you beat me to it.
aneeshm, it is customary to post a screenshot of the starting location as well as a brief summary of the map selections
Level: Diety?
Map:Archepelago
Civ:Vikings
Barb:?
Geography:Random?
Temperature:Random?
Climate:Random?
Victory:All enabled
What is your goal? Victory by any means? Only warlike victories?
Also, after playing THawk's archepelago open SG I think it would be a good idea to require renaming ships when they are headed to attack a particular civ. Otherwise one player spends their 10 turns getting in position and the next player spends 10 turns getting them in position somewhere else. With renaming and a good report you won't have the problem of endless ships passing in the night.;)
aneeshm Sep 22, 2003, 09:45 AM In answer to CFreak
Level:Regent
Map:Archipelago
Civ:Vikings
Barb:Sedentary
Geography:Max % Water
Age,Temp,Climate:All Default
Victory:All Enabled
As mentioned , this is a challenge , not a SG . Anyone can play , and post as they play with (10 to 20 turn) logs . However , I can also allow upto 5 players to play it as a SG here .
People who want to play should have consistently beaten Regent (or they stand no chance of survival ) .
I'll edit first post to include this info .
ControlFreak Sep 22, 2003, 09:58 AM :crazyeye:
OK now I'm confused. I assumed this was an Open SG game. One player grabs it, posts a GOT IT, plays their turns and posts the save file and writeup. Then anyone who wants it next does the same. Mad-Bax has GOT IT and we are waiting for his save file.
I wanted to get it, but missed my opportunity. I will get it after he posts if no one beats me to it. (I would not reserve the next position incase someone else has time to grab it before I do.)
I did not sign up for an SG team as I am unwilling to commit to playing long-term.
Based on your last post, it sounds like you wanted people to grab the initial save file and play the whole game, posting their results. Kind of like GOTM or Epic play. Was this your intent?
My preference would be to leave it as an Open SG game, especially since Mad-Bax is off doing just the first 20 turns. At any rate, please remove my name from the roster. If repost this as an open SG, I'll be happy to play a turn or two in the beginning when turns don't take that long.
Happy Gaming!
EDIT: BTW, don't let me tell you how to run a game. But usually OPEN SG's have a Get-It-When-Available, 24HR to post.
mad-bax Sep 22, 2003, 10:02 AM 4000BC:
Scout S, SE
Worker S
Settler SE
3950BC:
Found Trondheim - Scout
Research Alphabet in 40 (20%) since I can't get it any faster yet.
Worker mines tile.
Scout SE pops deserted hut :( then S
3900BC:
Scout SW,S
3850BC:
Scout 2S
3800BC:
Scout SW,S
3750BC:
Scout S, SE
IBT:
Trondheim Scout - Warrior (due to topography)
3700BC:
Scout 2 - NW, N
Scout S
3650BC:
Worker Road tile
Scout 2 - 2N
Scout E. NE
Well that's it. We can see all the island, all 60 tiles of it :rolleyes:
3600BC:
Sound of churchbell ringing in the distance.
3550BC:
Nope. Nothing to see here.
3500BC:
Worker S
IBT:
Trondheim warrior - granary
3450BC:
Warrior fortifies
worker mines tile
Science to 100%
3400BC:
Nada
3350BC:
Nada
3300BC:
Nada
3250BC:
Nada
3200BC:
Put both scouts on goto back to capital so they can be disbanded.
3150BC:
Worker roads tile
3100BC:
Nada
3050BC:
Disband Scout for 2 shields
3000BC
Worker NW
Disband Scout for 2 shields.
http://www.civfanatics.net/uploads5/vka.jpg
here is the <<save>> (http://www.civfanatics.net/uploads5/VK-3000BC.sav)
You can have the save now CF. Should just about fill your lunchbreak.
ControlFreak Sep 22, 2003, 10:04 AM GOT IT
Play in about an hour and a half.
mad-bax Sep 22, 2003, 10:06 AM Yes, I thought this was an Open SG too, and can't commit to a full blown SG. Exactly like CF, I was on a break.
From what you can see so far I would leave it OPEN if I were you. It'll be more fun anyway. :)
aneeshm Sep 22, 2003, 10:09 AM Don't wory , I'ts open that anyone can play and comment on the latest save , independently . However , it is also played ans a conventional SG , so that there are actually two SG's , one the open one , and one the conventional one . Should I open a seperate thread for the Open or Conventional SG ?
ControlFreak Sep 22, 2003, 10:09 AM Speaking of breaks Mad-Bax, aren't you up in Chamber of Secrets? Funny that I should follow you not once but twice.
Sorry for the OT post.
aneeshm Sep 22, 2003, 10:10 AM I think I'll open a seperate thread for the 'normal' SG . This one is open .
ControlFreak Sep 22, 2003, 10:11 AM EDIT: CROSSPOSTED
Since this thread already has the aimless feel of an Open SG, I would leave this as the Open SG thread and start a new one for the Closed SG. Goodluck finding players! Also you might want to edit your registry post to point to the closed SG also if you're looking for players.
mad-bax Sep 22, 2003, 10:15 AM OT:
The Chamber of secrets is a slightly different kettle of stinking fish CF as you well know. Especially when I'm followed by you in the roster!
You'll get that game back tonight anyway...
betazed Sep 22, 2003, 10:25 AM I hope this game is not like that Cgannon challenge where you are on a cold dark island with no nearby islands (even one within range of suicide galleys). That game was truly unwinnable.
Unless that sea on the SSE direction leads to another landmass this could be bit of a spot.
One last thing, players should be ready for a palace jump. It will be needed.
I do not have time to play this. But I will observe with interest.
aneeshm Sep 22, 2003, 10:29 AM I've palyed this game on for some time , that's why I said it was a challenge . Some islands are reachable , though .
ControlFreak Sep 22, 2003, 11:37 AM (0)3000BC Like the Granary and science settings. Enter
(1)2950BC Worker starts road.
(2)2900BC MM from unimproved BG to Forest for Granary in 2 no sheilds lost, growth in 4 instead of 3. This done to save the food in the granary, otherwise growing and building the same turn results in an empty granary.
(3)2850BC zzz.
(4)2800BC Granary>settler. Worker starts mine. We're losing 1 gpt now but I leave it to shave 2 turns off Alphabet.
(5)2750BC Still working forest because grass would waste food.
(6)2710BC Now working BGs with 4 civs. Have to raise lux to 10% so Alphabet put off by a turn.
(7)2670BC zzz
(8)2630BC zzz
(9)2590BC Settler>warrior. Settler sent north to grab the two cows. MM to conserve food on growth turn. Sci to 100%.
(10)2550BC Worker to wheat to road and mine it. MM to use BGs.
I would have played 20 but my lunch ended. There is a lot of MM to do with the capital. I opted for the wheat mine instead of grass mines because once out of despotism, this tile will actually be a three food tile instead of the 2 food BG. Also we can road towards the hill by the fish and potentially pack a city there as well. The goals should be to make a few more workers and then some settlers. Road you way south and get a coastal town near the sea bridge when MapMaking comes.
Your dragonboat (http://www.civfanatics.net/uploads5/VK-2550BC.zip) awaits.
ControlFreak Sep 22, 2003, 11:39 AM aneeshm you will want to define some file naming conventions so that your open and closed SG's don't run into problems of grabbing the wrong save.
aneeshm Sep 22, 2003, 11:56 AM OK ,all files will be named VikCha xyzAD.sav , xyz AD/BC being the year in the game .
ControlFreak Sep 22, 2003, 11:56 AM BTW Mad-Bax you link is wrong. You might want to edit it incase a lurker is trying to follow along. I found your file in the uploads directory. I think the problem is that your prefix is VK and not VK1.
mad-bax Sep 22, 2003, 02:34 PM Originally posted by ControlFreak
BTW Mad-Bax you link is wrong.
Done.
mad-bax Sep 24, 2003, 06:27 AM Bump:
Nobody fancy trying to get off this island?
aneeshm Sep 26, 2003, 11:59 AM Nobody fancy playing ?
Northern Pike Sep 26, 2003, 07:42 PM 2550 (0): Trondheim warrior --> warrior.
2470 (2): Trondheim warrior --> settler.
We found Bergen, in a location dictated by the need to get both cows within the town's radius before its first cultural expansion, which may be some distance in the future. We can fit in a whaling village two tiles away later on.
Bergen begins a barracks, just because something has to come before its first worker.
2390 (4): We discover Alphabet and begin research on Writing.
2310 (6): Trondheim settler --> warrior.
2230 (8): Trondheim warrior --> settler.
2110 (11): Bergen barracks --> worker.
2030 (13): We found Copenhagen five tiles south and one southwest of Trondheim. The square five directly south of Trondheim was hard to resist, since a canal city would have been useful. But we need to fit in a city between Copenhagen and Trondheim, and the canal placement would just have been too cramped.
Copenhagen begins a worker.
Trondheim settler --> barracks.
1990 (14): Bergen worker --> archer.
1950 (15): We found Reykjavik three tiles approximately south of Trondheim, at the same RCP distance as Bergen.
Reykjavik begins barracks. Again, to start with a worker would waste shields.
Northern Pike Sep 26, 2003, 07:44 PM The save:
1950 BC, end of turn (http://www.civfanatics.net/uploads5/VIKCHA-1950BC.zip)
Northern Pike Sep 26, 2003, 07:47 PM Settling our homeland:
http://www.civfanatics.net/uploads5/VIKCHA-1950BC.JPG
Coffee Sep 27, 2003, 12:00 PM 1950 BC - 0
Switch barracks to archers. Not at war and don't the extra cost.
MM Trondheim for food.
1910 - 1
1870 - 2
1830 - 3
Trondheim Archer -> Settler
1790 - 4
1750 - 5
1725 - 6
1700 - 7
Trondheim Settler -> Archer
1675 - 8
Bergen Archer -> Archer, Bergen has barracks.
Copenhagen Worker -> Worker
1650 - 9
1625 - 10
Reykjavik Archer -> Settler
Game (http://www.civfanatics.net/uploads5/VIKCHA-1625BC.SAV)
aneeshm Sep 28, 2003, 07:25 AM Just asking , what are all the settlers for ?
Northern Pike Sep 28, 2003, 08:51 AM I can't presume to speak for Coffee, but:
1. This wretched island is the only homeland we've got, and we need to cram as many cities onto it as possible, even if the rest will just be fishing villages.
2. We need to reach the threshold at which we can build the Forbidden Palace as quickly as possible. It may be a question of a hand-build, since this doesn't look like a map on which we're going to generate a lot of Great Leaders.
Coffee Sep 28, 2003, 11:01 AM Yep and also for fishing villages at the sothern end. These guys will generate extra sea nad ocean income with harbors. More commerce, more happiness, more science and so on.
Northern Pike Sep 29, 2003, 06:26 PM BTW, aneeshm, this game would probably attract more attention if you added "open SG" to the thread title. Right now, I suspect, only the incorrigibly curious who look into every thread even know there's an open game going on here.
Rik Meleet Sep 29, 2003, 07:05 PM I think Northern Pike is right. But this might be an advantage. You'll only get a specific type of player; the one who is also interested in SG's he/she doesn't play in him/herself.
I have no time for the next 2 days, but I'll play someday. This is not an "I got it".
mad-bax Sep 30, 2003, 03:37 AM OK I'm gonna play again.
GOT IT.
Karasu Sep 30, 2003, 03:56 AM Sorry for the OT post, but... Mad-bax, how many SGs are you into exactly? :eek:
mad-bax Sep 30, 2003, 03:57 AM 1625BC: Pre-turn.
OK, We need to get to map making ASAP. We need culture in our cities to take advantage of the bonuses and we need archers to upgrade to our UU. I don't think regular archers are good value for money.
So I turn up the science slider to 80% to get writing in 6 turns.
I change the archer build in the capital to settler.
1600BC:
Nothing happened.
1575BC:
nada
IBT:
Trondheim settler - settler
Bergen archer - archer
1550BC:
nada
1525BC:
Found Oslo - worker
1500BC:
nada
IBT:
Learn writing, research Ceremonial Burial (for temples).
1475BC:
Found Stockholm - rax
IBT:
Bergen archer - archer
Copenhagen worker - rax
1450BC:
nada
1425BC:
nada
IBT:
Trondheim settler - rax
1400BC:
nada
IBT:
Reykjavik settler - rax
1375BC:
Adjusted sliders for CB completing.
IBT:
Learn CB - research map making in 23 predicted turns.
1350BC:
Change Reykjavik and Copenhagen to temple
1325BC:
nada
IBT:
Bergen archer - archer
1300BC:
nada
IBT:
Trondheim rax - archer
Oslo worker - temple
1275BC:
Found Birka - warrior
1250BC:
nada
1225BC:
Found Aarhus - warrior
Change Tronheim to settler
IBT:
Get Forbidden Palace message
1200BC:
nada
IBT:
Bergen archer - archer
1175BC:
nada
IBT:
Trondheim settler - archer
1150BC:
nada
1125BC:
Have to turn down science a bit since we have no money :eek:
There is a settler on Goto to the forest south of the game. It's the last town we need.
Obviously forest chops will speed up the temples, which can also be whipped a little later.
The FP could be built in Copenhagen once it gets a border expansion. Just a suggestion.
http://www.civfanatics.net/uploads5/vc1b.jpg
Here is the <<save>>. (http://www.civfanatics.net/uploads5/VIKCHA-1100BC.SAV)
mad-bax Sep 30, 2003, 04:00 AM Karasu: I'm in 7. Things are a little slack at work. ;) (whether they like it or not).
This is just a little fun. Fancy getting us off this godforsaken island? It is an OPEN SG you know.
Karasu Sep 30, 2003, 04:08 AM SEVEN? Wow. Do you still manage to do some work during Civ breaks? ;)
I think I'll give this one a go tomorrow -I left my laptop at home today. A real pity, as I was looking for something to do today in this dull office (and, btw, no, "to work" is not the right answer... :D )
ControlFreak Sep 30, 2003, 07:00 AM Originally posted by mad-bax
OK, We need to get to map making ASAP.
...
1500BC IBT:
Learn writing, research Ceremonial Burial (for temples).
...
1375BC IBT:
Learn CB - research map making in 23 predicted turns.
...
1125BC:
Have to turn down science a bit since we have no money :eek:
Why did we detour to CB? For all we know there are religious civs on the other side of the Channel who got CB for free. We needed to get there fast. Or did I miss something? Now all our gold is spent researching CB at Max+ and nothing left to continue MM at Max+?
EDIT: Was MM 40turns at Max when you switched to CB?
mad-bax Sep 30, 2003, 07:24 AM IIRC MM was 32 turns at max and was what I set science to b4 I changed my mind. I decided on a 5 turn detour to CB purely to get some culture into a few towns so they could work the food bonuses. If you look at the map you will see 5 food bonuses that cannot be worked without a cultural expansion. Also we need the cities as productive as possible so we can build the FP and a few boats. It's regent, so we'll get to MM first anyway. The detour probably cost us 2 or 3 turns to MM in reality.
It's a fair point, but whilst I was playing it "felt" as if the southern cities just wouldn't be able to build anything without access to all their tiles.
Gonna play CF? You could play past MM and build a boat. :)
aneeshm Sep 30, 2003, 07:32 AM Fine , I'll change the description in the registry to open .
ControlFreak Sep 30, 2003, 08:17 AM GOT IT but might need the full 24HR.
Karasu Sep 30, 2003, 08:57 AM Take it easy, CF!
So I can pick it up tomorrow before Mad-bax exterminates all the opposition... ;)
ControlFreak Sep 30, 2003, 01:41 PM Change stockholm from barracks to temple. Wake bergen worker that just started mine. The extra sheild won't help Bergen building archers and we need more of the grassland tiles improved. Without water for irrigation we need to get all the 2food tiles improved first.
Trondheim switched to worker. I know it's bad to keep our cap at size 1 but we really need more workers. Ryjavik won't need a temple but there's nothing to switch to without losing shields. I think it should have had a barrack and then put on archers. Copenhagens temple will be sufficient to bring in both wheat.
1075 Trodheim worker>temple. Bergen archer>archer. workers move toward Trondheim. Birka and Arhaus switched to temples as placeholders for galleys.
1050 Workers position for work near Trondheim and Reykajavik. Oslo gets forest chop.
1000 Bergen archer>archer.
925 Stavanger founded>temple.
900 Bergen Archer>archer.
875 Sci lowered to 50%, MM in 2.
850 Reykjavik temple>FP, will get the forest chop. Sci to 30% MM in 1.
825 MM>Code of Laws at Min. I want to keep progressing towards Republic but we have to start saving gold for the Berserk upgrade. It was the most expensive we can research right now. Oslo switched to galley due in 2. All the tundra cities switch to harbors for the food. Bergen switched to galley. Stockholm switched to harbor for the food also.
775 Trondheim Temple>Scout. Oslo galley>harbor. Warrior moved to Oslo boards galley. The vikings hit the sea!
750 Trondheim culture expansion indicates another coastal tile to the west. Bergens galley will be heading there when built (and Trondheims scout completes).
730 Trondheim scout>settler. Bergen galley>harbor. Stockholm harbor>temple.
710 Bergen Galley sees mountain off to the west but cant make it there this turn. It will the next. SE Galley also 1 turn from the Eastern shore. Luxuries raised to 10% for Bergen.
690 Scout and Warrior disembark on new worlds. Scout spots a hut to his south.
I would bring the western galley back to the mainland and grab the settler coming from Trondheim. I would build another settler from Bergen and send him down to the SE as the galley comes up from there. We want settlements on the other continents ASAP. Watchout for barbs if the new lands have been explored at all by the AI.
Don't forget to switch the settler builds to something else when popping huts and wait until any active settler found. We want it to be possible to grab a free city or settler over on the new continents.
I did no MM for the last few turns so things may be in a bit of a shambles (not per my usual self). Just trying to get to a stopping point while at work.
Remember food is a priority for us. That's why the harbors are first. Temples building are to grab the wheat/whales. After that, The next biggest improvement to our food is getting to Republic and building granarys. Once there, depending on where the AI are, we either need to buildup our Berzerks or get pumping on settlers.
It would be nice if the two island to our sides are uninhabited and bigger than our homeland. I should have sent a scout to the east island too but I forgot we were expansionist until the last few turns.
The eastern galley can come back along the western shore of the eastern island (:crazyeye: ) and then pickup a scout to help the warrior if it looks like flat land or there are huts over there. Don't pop huts with the warrior as we can't afford to lose him.
Have fun!
http://www.civfanatics.net/uploads5/VIKCHA-0690BC.zip (http://)
ControlFreak Sep 30, 2003, 01:51 PM One more request: Please no speciallists. Go as high as 90% lux if you have to but don't sacrifice food. Specialist eat 2 food but don't generate anything. Our homeland is small and should have low corruption with the FP. That means every citizen will contribute his/her fair share if given the chance. Gold we can make up later but food we cannot.
Arathorn Sep 30, 2003, 02:17 PM It's OK to pop huts with the warrior. You won't lose him. Expansionist civs NEVER get barbs out of a hut, no matter what they pop them with. This might change in C3C, of course, but in vanilla and PTW, expansionist civs never get barbs from a hut.
Just trying to correct mis-representations when I see them....
Arathorn
ControlFreak Sep 30, 2003, 02:19 PM Thank you for setting me straight Arathorn! I just thought I got lucky popping a hut with my viking warrior in GOTM22.
Karasu Oct 01, 2003, 05:38 AM Looks like a nice set of turns, CF :goodjob:
Care to post a map? Pretty please? ;)
I won't be able to keep it rolling today, but I really look forward to playing some turns here. I'll stay tuned.
aneeshm Oct 01, 2003, 09:40 AM The game seems to be progressing nicely . I'd request the next player(s) to concentrate on the great lighthouse , as it's vital for our survival .
ControlFreak Oct 01, 2003, 12:36 PM Originally posted by aneeshm
The game seems to be progressing nicely . I'd request the next player(s) to concentrate on the great lighthouse , as it's vital for our survival .
aneeshm@ no spoilers please. I thought about starting the lighthouse but we really need more infrastructure to beable to support training berserks. I was very afraid that with the late start we'd miss it by a few turns and end up with an expensive market. Since the Lighthouse must be on the coast, I figured it'd be easy to grab with amphibious berserkers. Then settle for peace. The civ who builds it can contact us as easily as we could have contacted them. We'll by contacts if necessary.
Karasu@ some viewing while you're at work:)
The Eastern new world:
http://www.civfanatics.net/uploads5/VIKCHA_East1.jpg
And the Western new world:
http://www.civfanatics.net/uploads5/VIKCHA_West1.jpg
Northern Pike Oct 01, 2003, 01:28 PM [QUOTE]Originally posted by ControlFreak
--Since the Lighthouse must be on the coast, I figured it'd be easy to grab with amphibious berserkers.--
Yes, but it might be built on the coast of an island we couldn't reach without the Great Lighthouse, and then we'd be like the man who can't find his glasses because he doesn't have his glasses. :lol:
aneeshm Oct 02, 2003, 10:01 AM OK , no FURTHER spoilers , I promise . Just this hint that NPike is right . This is the last spoiler , ever . I'll comment and observe from now on , don't worry . Just didn't want the game rendered too tough .
ControlFreak Oct 02, 2003, 10:14 AM Originally posted by aneeshm
Just this hint that NPike is right ... Just didn't want the game rendered too tough .
You might as well show us a picture of the entire map.:(
So far you've had all diety capable players playing/advising your Regent map. If you continue to get this kind of input, I doubt the spoilers are necessary to make this game winnable.
NorthernPike@ You are right that it's possible we can't reach the lighthouse without the lighthouse:crazyeye: If it's not possible, then we'd be stuck without the lighthouse but still able to meet the other civs by buying contact from the lighthouse owner. Wonders are never required, just nice to have. If indeed we need Astronomy/Navigation then we would have to beeline there as we have to Map Making (with a stop for the optional Republic first).
EDIT: In retrospect, since we emphasized MM and we are on Regent I guess we could probably grab the lighthouse if started right now in our most shield rich city. Go for it. (I wonder now how much the spoilers have changed my mind here.:()
Arathorn Oct 02, 2003, 10:21 AM Make it a challenge. Don't get the Lighthouse. There's enough land on the starting island for a fairly easy win on regeant. The extra islands nearby are just icing on the cake.
My $.02,
Arathorn
ControlFreak Oct 02, 2003, 10:28 AM Good Idea Arathorn.
I'll add my two cents to that pot! $0.04 for no lighthouse.:)
mad-bax Oct 02, 2003, 10:33 AM I think that if we improved one of our towns and added in a few workers we would get the lighthouse easily. But I think that we should not build it specifically because of the spoiler info. And anyway as CF said, this is a regent game and all the contributors so far are perfectly capable of murdering this game.
I quite enjoy the suspense of using suicide galleys. I lost 23 in my last game before making a contact. A personal record. :)
ControlFreak Oct 02, 2003, 10:49 AM I'm not hiring Mad-Bax for admiral of MY navy until subs are invented! I don't think our small island production can handle that many wasted boats but a few suicides are definitely in order once we find that we can't reach the other civs.
And aneeshm, don't tell us which way to sail either.;)
Northern Pike Oct 02, 2003, 11:56 AM If the rest of you like the idea of making this the No-Lighthouse Challenge, I won't object. But for the sake of full discussion, I'll point out that:
1. We may get much less use out of our berserkers without the Lighthouse.
2. We're playing on a designed map, so arguments based on what's normally possible at regent may not be relevant. Perhaps aneeshm has put all the AI civs on one continent more than a galley move from any other land, to see how far ahead they can get while the players bumble their way from island to island. Some such rabbit is probably going to emerge from the hat, anyway. :)
ControlFreak Oct 02, 2003, 12:21 PM Originally posted by Northern Pike
We may get much less use out of our berserkers without the Lighthouse.
Berserkers attack with the same strength as cavs. Those are passable even with rifles around. Leaving them in the boat keeps their defense at infinity against ground troops. If we prioritize either Navigation or Magnitism we should be able to use them in some decent capacity.
Once we meet the other civs, if we're really far behind then not having the lighthouse can be blamed. But getting it and finding ourselves way out front would be boring IMHO.;)
aneeshm Oct 03, 2003, 02:16 PM To clarify
a)The map is not designed , it was randomly generated . That is why it was a challenge , IMO .
b)Please disregard anyy comment that comes in conflict with those of the more advanced players .
c)I have no problems with making this a more challenging game , have no fear of thet .
As said , no spoilers .
BTW , CFreak , you have to sail THAT way .;)
aneeshm Oct 03, 2003, 02:21 PM Only thing I can say now is that you have some surprises ahead (as is true with any civ game) . The surprises include some big ones , some small ones , and some tiny ones that just may totally change the course of the game (as is true of any civ game) .
Looking for an escape route , Cfreak ?;)
Northern Pike Oct 03, 2003, 02:41 PM Thanks for the clarification, aneeshm.
Rik Meleet Oct 04, 2003, 10:13 AM I'll take it. I'll play later today or tomorrow.
Rik Meleet Oct 04, 2003, 02:02 PM The Vikings Archipelago Challenge
IHT. MM Trondheim from shields to commerce. MM Copenhagen for more commerce and temple in 3 instead of 5.
IBT: Trondheim: settler -> Great Lighthouse.
1 - 670 BC. Move warior from Copenhagen to Reykjavik, Archer from Reyk to coast for MP in new city on island.
Scout pops Goody hut: 50 gold. Lux to 20%.
2 - 650 BC. Scouting warrior in the East finds Goody hut,
IBT: Copenhagen: Temple -> warrior.
3 - 630 BC. lux back to 10%, Scouting warrior pops hut, maps. Land spotted north and another east of Eastern Island.
4 - 610 BC. Moving to north island. Odense founded on West Island. Starts worker. Moving 1 worker from main-island to West Island.
IBT: Bergen Harbor -> scout
5 - 590 BC. Scouting warrior lands on new Island.
6 - 570 BC. Exploring.
IBT: Bergen Scout -> Settler
7 - 550 BC. Scouting.
IBT Copenhagen warrior -> Galley
8 - 530 BC. zzz
IBT Birka: Harbor -> worker
9 - 510 BC. Lux to 20% (Reikjavik threatens to revolt). Galley spots new island to the west of "western island" 2 scouts can jump on the galley next turn and after that start exploring that island. No contacts yet.
10 - 490 BC. zzz
11 - 470 BC. Scout pops goody hut, we get 50 gold. 2 more (is)lands spotted.
IBT: Bergen Settler -> warrior
Odense worker -> harbor
12 - 450 BC. Settler on it's way to the coast. Waiting for Galley in Copenhagen to transport him to an island.
13 - 430 BC. 2 Scouts dropped on island, galley to other island, scouting warrior dropped on 3rd island.
IBT Bergen warrior -> warrior
14 - 410 BC. Scout pops goody hut: BRONZE WORKING !
15 - 390 BC. zzz
IBT Bergen warrior -> The Colossus,
Istanbul completes Oracle.
16 - 370 BC. New land spotted.
17 - 350 BC. Eastern scouting warrior completes scouting.
---------
I stopped here. Next player can decide whether to use Eastern galley with warrior as suicide-team. Also there are 2 scouts in Western galley and 2 directions to scout. Settler + warrior are in Copenhagen, which finishes galley in 2 turns. Do with them what you like.
Screenshots:
http://www.civfanatics.net/uploads5/Western_Viking_Teritory.JPG
http://www.civfanatics.net/uploads5/Eastern_Viking_Teritory_2.JPG
The Save 350 BC (http://www.civfanatics.net/uploads5/VIKCHA-0350BC.SAV)
aneeshm Oct 05, 2003, 01:23 PM People here seem to have doen much better than me . Hope that this can be won without too many problems . I faced many .
betazed Oct 05, 2003, 03:34 PM I've got it. Will post in a few.
betazed Oct 05, 2003, 04:05 PM Turn Details :-
Settled two more cities. Created a few more galleys. Lost one suicide galley One more settler is on his way. Contacted the Arabs, the Persians and the Ottomans. The Persians are at war with the Ottos.
Tech wise we learnt, Code of Laws, Masonry, Iron Working, Wheel, Horseback Riding.
The ai is up Mathematics which we will learn soon. So no point buying that. Persia is the only guy who has it. I suppose he must be up some other techs beyond math that we cannot see now.
In any case keep research at max since this is regent and we should be able to out research the AI. DO NOT TRADE WORLD MAPS NOW. It is worth a lot of money and we should be able to get an expensive tech for it easy.
We have two sources iron in our territory. One near our capital and another near Molde a newly settled city. I see another Iron in an uninhabitated island.
We have got the Great Lighthouse. We missed the colossus.
Ottos lacks iron. However, we cannot trade over oceans now. We lack horses which we do not need till MT anyway.
We should be able to contact the other group of civs and should be able to maintain a monopoly on those contacts and trade techs between them. Persia, Otto and Arabia do not know anyone else.
The scout in the galley shoould pop the hut that is visible. Once that is done one of the scouts can be abandones. We will get the map for the rest of the world thru trades anyway.
http://www.civfanatics.net/uploads5/AneeshArch.jpg
Here is the save (http://www.civfanatics.net/uploads5/AMArch_70AD.sav)
aneeshm Oct 06, 2003, 01:43 PM :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:
Well done ! We have the great lighthouse . :D :D :D
ControlFreak Oct 06, 2003, 02:02 PM Great job Rik Meleet and betazed!
These sound like fun times. I will be popping in to grab it sometime soon. Until then, I think we should build up a bunch of swords and take the Ottoman empire in it's entireity. They can't reach us by boat and have no iron for swords. Our swords would over run them quickly.
What is the corruption like in Odense? Can this be a settler or worker factory? It's got the best food supply and has fresh water for irrigation. I think if we can get it to be a settler every four we should get the islands around us populated quickly before the other civs can reach them. If not, maybe it could be a worker factory and the workers shipped to the mainland to be joined to productive cities as they build settlers.
Rik Meleet Oct 08, 2003, 10:43 AM bump.
You lurker: Play the next turns. We are waiting for you ! Anyone can join and play. The only thing you need to do is post an "I got it" message and the game is yours.
Don't hesitate; join now !
Sir Bugsy Oct 08, 2003, 02:44 PM Actually Rik, you also have to have PTW, which I don't have :( Hopefully, I'll have C3C soon and can play these games. Sounds like fun! :thumbsup:
Rik Meleet Oct 19, 2003, 04:06 PM bump
Puppeteer Oct 19, 2003, 05:03 PM Now that I have PTW I'll put some turns in on this one sometime later this week I think. But for now I'm up in OFW2.
Someone else has plenty of time to play 10 turns here. . .
Rubberjello Oct 20, 2003, 04:41 PM The problem with trolling for lurkers is....
You never know who (or what) will respond! :crazyeye: :scan: :satan:
Got it! :D
Rubberjello Oct 20, 2003, 05:33 PM Hmmm...Persia is pounding on Otto with Immortals. I sure wouldn't want to be in poor Otto's shoes! Finish movements this turn. Otto City of Bursa is easily captured by Persia. Change Research to 80%
90 Errr...exnay on the mass-warrior-to-sword-upgrade, someone already roaded the iron. Pop a hut and get Philosophy! [dance]
110 2 new coastlines sighted. Settled 2 more cities.
130 Mathematics learned. Literature due in 6. I am tempted to go for Republic, but decide to see what others think and watch the flagellate me. ;)
150 Decide to go for a settler mode rather than military buildup. Trade Mapmaking to Arabia for 88 gold and WM. Still trying to keep our WM a secret, I trade Philosophy and 118 gold to Ottomans for Construction. Persia also knew Construction, but wanted far more for it. Establish Embassies.
Persia--->has 3 luxes, horses and iron hooked up. Pyramids due in 4. 3 Spears defending. No other infrastructure.
Arabia--->1 lux and Iron hooked up. No infrastructure, and Pyramids due in 25.
Ottos---> 1 lux and horses hooked up. Has the Oracle and 15 turns left on the Pyramids.
Got WM + chump change for Philosophy from Persia. They must have been almost finished researching it.
170 Coastlines turn out to be only islands...other civs still elusive.
190 Pink (French border) in sight! Make contact. A barbaric-looking (but cute) Joan is way behind in tech and appears to be by herself. I obtain her WM and all her gold for HBR, but don't sell her contact to or from anyone else. She is on a pretty small island.
210 Green border in sight north of France.
230 Persia completes the Pyramids. Make contact with the Greeks. The Greeks know of the Spanish and are only behind by Code of Laws. Trade Code of Laws for Contact with Spanish and WM. Trade CoL to Spanish for WM and 83 gold. We still have not sold our WM, and Greeks/Spanish/French do not know Ottos/Persia/Arabia.
250 Greeks finish the Great Wall.
260 Arabia and Ottos sign Peace. We learn Lit and start on Republic, due in 14 turns. Trondheim switched to Great Library. (Vetoable, we certainly don't *need* it!)
The Save (260 AD) (http://www.civfanatics.net/uploads5/AMArch_260AD.sav)
http://www.civfanatics.net/uploads5/am1pic001.jpg
Puppeteer Oct 29, 2003, 09:19 PM Got it!
Puppeteer Oct 30, 2003, 01:43 AM http://www.civfanatics.net/uploads5/AMarch-360ad-mil.jpg
EDIT: Add a settler to the above. Below is the ex-Ottoman empire. Unfortunately Xerxes beat the Vikings to everything but the capitol.
http://www.civfanatics.net/uploads5/AMarch-360ad-newworld.jpg
Puppeteer Oct 30, 2003, 02:01 AM Reminder to self: WM is unique and valuable, contacts are withheld.
Difficulty: Regent
Preturn check: No gpt deals. We have a FP. I don't see why the Vikings should settle these tiny islands right away; I think they should conquer the bigger land masses and move the palace there. The Vikings have the tech lead and will be the only ones capable of settling the small islands until Astronomy.
Veto stamps: Copenhagen courthouse-acqueduct (1st ring from FP, why courthouse?), MM for shields. Reykjavic settler-sword, MM for growth in 1 and more shields. MM Oslo for 2 shields, no growth, and change clown to scientist. Give Stockholm a cow from Bergen to improve growth and sheilds. Karasjok harbor-worker (this town won't be productive, might as well make something useful elsewhere). Stavanger clown-taxwoman. Odense granary-sword (already at size 4 w/+5 food and don't think we need a settler factory now). Hareid granary-courthouse. Molde temple-courthouse, MM from 1spt to 2. Alesund harbor-courthouse. Bodo harbor-courthouse. Trondheim Great Library-aqueduct (don't need GL, don't want to waste our most productive city to get it). Bergen spear-sword, MM to complete in 3. Birka galley-sword
Man, we're paying lots of maintenance on harbors that we don't necessarily need for now and I'm not sure they're all paying for themselves.
Turn 0: 260 AD: In Bergen, wake vet warrior and archer, load them into galley, wake galley and send it towards the Ottoman empire for defense probing.
IT: Birka sword-archer.
1: 270 AD: Settle Trosmo, set for worker. Change Alesund from courthouse to worker. Sounds aren't working right...strange.
IT: Stockholm galley-barracks, mm for shields.
2: 280 AD: Discover carthage; he doesn't know anyone and is down Phil, CoL, Lit and Construction, but they feel they're our scientific equals, heh. He has 8 cities, 192 gold burning holes in his pockets and no lux but has iron and horses. Take his WM and all 192 gold for CoL. Wow, nice island. Build embassies with everyone since it should be cheaper now than later. Speaking of money, realize that I'm sending warriors towards the Ottomans; I need to turn them around and upgrade them to swords first; duh.
Embassies:
- Greece for 111g: At pop 7, 11spt, +3fpt, 11cpt. 3 hoplies & warrior garrison with settler. Has Great Wall, building colosseum due in 8. Luxes: 5 wines, 4 furs & 1 incense.
- Carthage for 48g: At pop 4, 7spt, +2fpt, 9cpt. Has Temple, building numidian mercenary in 3. 3 NM garrison.
- Spain for 58g: At pop 3, 7spt, +2fpt, 6cpt. Has temple, building sword in 5. Lux: 1 wine, spice, ivory and silk and 3 incense. Terrain not greatly improved.
- France for 49g: At pop 3 w/a clown (?!), 1spt, +0fpt, 7cpt. Has temple and harbor. 2 spears garrison, building spear due in 20. No lux, no iron.
IT Bergen sword-sword. Reykjavik sword-sword. Stavanger galley-worker. Alesund worker-warrior.
3: 290 AD: Disband scout on NW island.
4: 300 AD: Hmm, Persia is at war with the Ottomans and taking over their empire with immortals. I may be too late to grab anything from Osman. One of the workers is apparently automated and ran into a forrest...clicked on him to unautomate him. Have been bringing galleys towards home and loading up some swords and archers to war with the NE islands.
IT Trondheim aqueduct-sword, MM for more gold and 10spt. Copenhagen aqueduct-sword. Odense sword-sword. Galley w/scout lost in ocean (risked him on purpose, was going to disband the scout, anyway).
5: 310 AD: Land 3 swords & a spear S,SW of Istanbul. Oops, I shoulda declared war first...no prob, I'll step into Persia's Bursa then declar war.
IT: Darn, it's the auto-move demand by Osman. Hareid riots; crap, and I even checked. Hire a taxman.
6: 320 AD: Wow, the troops auto-moved about 5 tiles north on the same continent; Osman only has one city left now. Declare war on him. Unload 2 more swordsmen and 2 archers near Istanbul. Move other stack back into Ottoman territory; looks like Persia is healing and I may get Istanbul myself. Hire a taxman in Copenhagen.
IT: Well, Persia advances at least two immortals towards Istanbul; it's a race now. Bergen swort-sword. Stockholm barracks-sword.
7: 330 AD: Persia's attack force is a vet immortal and a reg archer; my 2 swords and two archers will beat him to Istanbul by a turn. Fortify settler in Birka for now; may put him on the tundra island after I free up a galley.
IT: Persia advances some more troops. Ottoman archer attacks my just-landed sword on a hill instead of the ones threating Istanbul! We win with 1hp. Trondheim sword-sword. Reykjavik sword-sword.
8: 340 AD: Crud, I can't investigate Istanbul to see how many defenders he has; I guess embassies don't work during war. I can attack w/4 attackers now and then Persia gets two whacks if I don't take it...OR...I can attack Persia's troops! Actually I can try one and then the other...yeah. Istanbul is on a hill with fortified reg spear showing. Vet sword attacks: Wins with no damage! Reg sword attacks another fortified reg spear: dies, defender promotes to 3/4. Reg spear showing. At least 2 3hp spears defending; think I'll let Persia take a whack and hope his reg archer loses. Put 1/4 sword on a ship heading home. Unload 3 more swords.
IT: Persia vet immortal attacks Istanbul and wins unharmed. Persia reg archer pillages road :crazyeye:. Trondheim riots: WTF? I checked and have happy face mod; I guess I'm blind or tired. Oh, I yanked their garrison after upgrading a warrior :smoke:; will deal with it in-turn. Karasjok worker-worker. Odense sword-sword.
9: 350 AD: Istanbul is size 3; they pop rushed another defender. Vet sword attacks 4/4 fortified spear, dies leaving 2hp. Vet sword attacks 3/3 f.spear, loses & defender promotes to 2/4. Ah, an UNfortified spear is showing, so this must be the last defender. Reg sword attacks, wins at 1/3. Vet archer attacks 2/4 f.spear, wins & promotes to 3/5. Vet archer attacks 2/4 f.spear, loses & defender is 1/4. Vet archer attacks 1/4 f.spear, wins first shot, and we have Istanbul and The Oracle! Captured 4 workers (two were a settler). Set production to barracks. We have destroyed the Ottomans, but it's kinda anticlimactic since the Persians did most of the work and got most of the spoils. Hey, there's another civ on this map according to the (?) on F4! I thought Carthage was the last; look over map and see sea tiles indicating possible large isle east of Carthage where I lost my galley/scout. Fortify workers in Istanbul to see what Xerxes does next. Move remaining archer and spear w/movement into town and fortify. Trondheim has a temple, so they're happy now w/The Oracle. Fire taxman in Copenhagen. Change Oslo's scientist to a taxman. Sci to 70%, still 5 turns to Republic. Note that compared to Persia "our military is weak".
IT: Persia gets out of Istanbul's territory. Copenhagen sword-sword.
10: 360 AD: Drop settler on tundra island by game. Fortify Istanbul force in Istanbul. Move Istanbul workers North to road hills.
Well, Persia beat me to the Ottoman dye cities, but The Oracle was an unexpected surprise as I was concentrating on wiping out Osman and then trying to beat Persia to it. The next player should have fun deciding whether to attack Xerxes and his immortals or the Arabs next. I kinda figured on leader-rushing the palace on that continent in the not-too-distant future.
I intended to settle the tundra settler where he is; he's close enough to the FP that the city may actually produce 2 shields at some point, and in the IA maybe even be productive.
World map has still not been traded, and it's worth a mint to everyone. Also no contacts have been traded. Carthage is all alone, and apparenlty there's another civ out there, possibly east of Carthage since I sea some sea tiles nearby. For other possibilities just look at the big black areas. I sank or returned all galleys thinking all civs had been found, and I didn't think settling distant and/or small islands was productive at this point.
I just noticed as I'm typing this that Peria settled the NW island. That island has some nice bonus resources and might actually be close enough to Perseopolis to be productive for him.
I sent all the military I could to Osman, so the homeland is barely defended, but nobody can reach us, anyway. I'm making workers in the far out cities because they can't really produce anything else worth while, and pop points will just waste to corruption. I figure we can bring the workers to bigger islands to either improve the land, help with builds or join core cities. Meanwhile they're making roads to pass the time.
Nobody that we know is building the GL yet; I vetoed ours because I wanted the sword production out of that city. You might be able to get rid of some harbors in corrupt cities to save a little gold, but then again they may come in handy someday.
Just realized some :smoke: I did: I disbanded a scout and intentionally recklessly endangered a galley/scout combo which sunk thinking we didn't need them and they were costing us money. They weren't costing money as we're despots and have way fewer units than are supported by our cities. [pimp]
Oh yeah, the save (AMArch360AD.sav) (http://www.civfanatics.net/uploads5/AMArch_360AD.sav)
EDIT: Xerxes is likely still in a Golden Age now after winning battles with his immortals. I don't know how long he was at war with Osman before I noticed as noted in the turnlog, so I don't know when his GA might end.
EDIT 2: I haven't played Scandanavia before, but I notice their UU is Berserkers in place of Longbowmen, and archers can upgrade to the 6-2-1 amphibious Berserkers after we research Invention. We're still building swords because I'm expecting another war with either Persia or the Arabs.
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