View Full Version : DGIT #1 Romans on Warlord


Sandrock LQ
Nov 25, 2003, 10:26 PM
It is time for Demi-Gods in Training first game!

World Size: Small
Barbarians: Roaming
Land Mass: Continents 2
Climate: Normal
Temperature: Temperate
Age: 4 Billion
Civilization: Romans[Legions ho!]
Rivals: All Random, 4 of them
Victory Conditions: Domination and Conquest turned on
Allow Civ Specific Traits: On
Culturally Linked Start Locations: On
Respawn AI PLayers: Off
Preserve Random Seed: On
Accelerated Production: Off
Elimination: Off
Regicide: Off
Mass Regicide: Off
Victory Point Locations: Off
Capture the Princess: Off
Allow Cultural Conversions: On
Difficulty :Warlord

4000 BC (http://www.civfanatics.net/uploads5/DGIT-No1.SAV)

Turn Order:
1)Sandrock LQ
2)SolarKnight
3)Constantine
4)Resistor
5)Smellincoffee

We'll take ten turns a piece.

I'll get us started. I'll post our start position pic again in the second post.

Discussion from everyone is welcome and encouraged.

Sandrock LQ
Nov 25, 2003, 10:29 PM
http://www.civfanatics.net/uploads5/Start_Position.jpg

Sandrock LQ
Nov 25, 2003, 11:18 PM
I wanted to get my turn out of the way. I have an interview for a job tomorrow, and I have a couple of errands to run tomorrow.

Here's what I did:
4000 BC
-Founded Rome
-Set Rome on Warrior
-Set research to Bronze Working

3950
-Set worker to mine square south of Rome

3850
-zzz

3800
-zzz

3750
-Rome builds warrior...I fortify it.

3700
-zzz

3650
-Set worker to build road on the mined square

3600
-zzz

3550
-Rome builds warrior, I send him NE to explore.
-Rome's cultural borders expand giving us a better view.

I guess we discuss for 24 hours where to go from here and then SolarKnight is up.

I'll post a pic in my next post.

Sandrock LQ
Nov 25, 2003, 11:24 PM
http://www.civfanatics.net/uploads5/3550BC.jpg

kryszcztov
Nov 26, 2003, 05:59 AM
OK, nice to have one thread for the game... So you chose culturally link on : no problem, you'll probably meet Greece, Carthage... Celts ? You can check in F10 if you want.

So ! Comment on your turns. I don't have the time to fully organize a training session, as I said, but I can still comment on what you do...

First about how to play the SG : 10 turns each, yes, but 4000BC is usually counted as Turn 0 ; so you should have played until the end of 3500BC (turn 10), but without clicking on next turn ! Next player should play until the end of 3000BC (all units moved).

4000BC : You don't tell what unit you move first. This can be important, and lurkers and players may want to know. If the worker can spot something cool out of the fog, then it could be wise to move the settler before founding the capital. Also it could have been an option to move the settler towards the coast, to be able to build boats and coastal wonders, to fully get advantage of coast tiles in the future... Right now, you'll end with 2 coast tiles that won't be able to be improved.

3750BC : You get a 1st warrior, cool. Why fortifying it in the city ? You could send him find huts, friends, and explore the map as soon as possible. The level is Warlord, so I think you get 3 content faces (at least ?) in the city before they start to be unhappy, so military police isn't an issue right now. And barbarians are set to roaming, which means there will be few of them, and you'll get advantage attacking them, so don't fear barbs right now !

3550BC : Another warrior. At last you send one !

In fact, we usually say Rome's borders expand in 3500BC. I know it's in the IT (inter-turn), but because you get the advantage of it the next turn, that's how we say. And you should indicate that Rome gets a new citizen in 3500BC too.

Oops, and according to the pic, you set science on Bronze Working without wondering if you could get it faster. Major error here (the most important so far). 10 turns researching a tech (not so expensive BTW, and on Warlord (advantage for you)), and still 21 turns into it ? That's too much, well too much ! Remember that you get a tech every 40 turns at least (if you do research each turn, even with a scientist). So you're not far from that, and you don't get much gold at the same time. You should have either set science at 100% in 4000BC (maximum research, treasury stable), either set science at 10% or 20% (minimum science that actually gets you beakers each turn) and set the tech to be one of the most expensive (Alphabet is the most expensive, but you already have it, so that could be the Wheel or Masonry or Writing (very expensive tech and very important !!!)).

You can quite safely pop up the hut when you feel like it. We are on Warlord.

That's all for now, folks ! :)

SolarKnight
Nov 26, 2003, 06:17 AM
Sorry for not posting yesterday, i had major problems with my isp, and couldnt get online.

Im ready to take my turn now whenever you are ready to post the save.

Sandrock LQ
Nov 26, 2003, 06:34 AM
Thanks for the criticism, after all, the whole reason to do this is to learn.

Normally I build a warrior, fortify him, then go straight to settler. We didn't have the greatest growth in Rome so, I decided to go with a second warrior, so I could see how many turns it took to reach pop 3, once Rome grew to 2. I forgot to change warrior to settler, and that was my intention, before saving. You can take it any way you like SolarKnight, but my style is to found cities and take up map space on the best possible sites in a conquest game. It seems we have plenty of coastline to build a city along, so perhaps our second city should be coastal. I also think we should pump up the science at least until we get iron working, then we can build our wonderful legion unit. THen, we may want to turn it down depending on how many civs we meet, and can trade with. Most of the time, I leave science alone at least until I get that second city up. But iron working is a priority, hence by choice of bronze working as our first tech.

I never thought to move the worker first, then the settler. I've done that with units later in games, but never right in the beginning. Good idea.

The only two moves I made were the worker and warrior. I mentioned direction on the warrior and I thought by saying I mined the tile SOuth of the city, that would imply where I had sent the worker.

Also, I could have sworn I posted the save file, but I guess I didn't. Here you go SolarKnight.

3550 BC (http://www.civfanatics.net/uploads5/DGIT-No1.zip)

SolarKnight
Nov 26, 2003, 06:42 AM
Got it.

SolarKnight
Nov 26, 2003, 07:01 AM
Am i taking this to 3000BC or just for ten turns?

kryszcztov
Nov 26, 2003, 07:13 AM
Originally posted by Sandrock LQ
so I could see how many turns it took to reach pop 3, once Rome grew to 2.
Actually, if you don't dislike doing some little maths, you could know how your city will grow in the near future by looking the food available, the shields available, and how workers are working. You could have seen right from the beginning that Rome wouldn't hit size 3 before 3000BC. ;) Then mentally adds shields in the production box turn after turn, don't forget added shields on the turns the city grows (one more citizen) (it is a bit random, I'm not sure there is a rule for it, that's why I don't like this feature, but we eventually get used to it), and don't forget worker improvements that can give their benefits on the turn they are built too. Then see if you settler can be built once size 3 is reached (once again, you can build him on the turn Rome hits size 3, using the extra shields size 3 will give you, as explained above :crazyeye: ).

Now don't forget this is Civ3 and not Civ2 anymore. Think settler factories. And granaries. In Civ2 I would build settlers here and there, but that's over in Civ3, because city growth and settler production have both radically changed. It's now better to build all the settlers in one or maybe two cities. The best sites for such cities (that will be turned into settler factories) are high-food tiles with a fair number of shields. Those cities usually build a granary before producing settlers : it is called an investment, and it must be done if you feel you will get an advantage over not building it in the long run. Here unfortunately I don't see any bonus food tile. :( So the best thing to do is : EXPLORE !!! :goodjob: And find such sites. In the mean time Rome should produce a settler as soon as possible.

Emphasize on : settler as soon as possible, and extensive exploration of the map.

Sandrock LQ
Nov 26, 2003, 10:37 AM
Originally posted by kryszcztov
Emphasize on : settler as soon as possible, and extensive exploration of the map.

This is standard operating procedure for me. I usually just send out warriors, or scouts if I have them. As far as predicting when a Settler can be built, that will take me some practice to get down. There wouldn't happen to be any recommending reading on Settler farms and such, is there?

In any event, this game is paying dividends in my Civ3 education.

BTW, I got the job I interviewed for, and I start training on Monday.:goodjob:

SolarKnight
Nov 26, 2003, 11:58 AM
Pre - turn: everything looks good.

3500 BC: Boost science to 90%, Bronze in 11 turns. Moved worker to bonus grass NW of Rome ready to mine.
Warrior continues NE.

3450 BC: Worker to mine, warrior continues NE.
Rome Builds Warrior, will use him to pop the hut near rome.
Set rome to build settler.

3400 BC: Warriors continue on their travels.

3350 BC: Warriors continue on their travels.

3300 BC: Warrior pops hut, gets map of region, reveals a whale just off the coast.

3250 BC: will move the warrior i used to pop the hut north with the other to explore the area in that direction, but

the next player can change that if they want to.

3200 BC: Northen most warrior reveals another hut on the eastern coast, as well as a plains wheat square, site may

have potential for a city site.

3150 BC: Worker builds road on newly mined square.

3100 BC: Warrior pops hut, gets Cerimonial Burial.

3050 BC: Settler due next turn, will leave rome at size one though. Bronze due in 2 turns.

3000 BC: Going by kryszcztov's advice in the thread ive taken this turn as well.
Moved settler one square North East.
Discovered Bronze Working, Chose Pottery as next advance.
Worker to Bonus Grass NW of previous square.

Here is the world as we know it
http://www.civfanatics.net/uploads5/2950_BC.JPG

SolarKnight
Nov 26, 2003, 12:04 PM
Sorry i dont think the image works, i tried uploading it and then putting in the url but it doesnt show.

EDIT: Ive sorted the problem now, my bad i messed up the url.
could a moderator please delete this post.

kryszcztov
Nov 26, 2003, 12:34 PM
Hum, all that I can really say is that you got a tough start ! :crazyeye: Are you ready to struggle for life ?

SolarKnight, OK for taking my "advice", but it seems you pressed "next turn" in 3000BC, and ended up in 2950BC ; what I said is that you should play all 10 turns until the end, but not press "next turn". So that the next player knows you have "completed" your turn and moved all the units you wanted. Next player should play until the end of 2550BC (turn 30), that means move all units and do all the stuff up to 2550BC, then saving without pressing "next turn" in 2550BC.

Same comment as before : why is a warrior fortified in Rome ? Send him in the north right away ! You need to know what is north of the worker.

Sending the settler to the game forest is indeed a good idea, but remember you won't get a food bonus before Monarchy/Republic if you don't find a source of fresh water. And because this is a small map, you won't want to space your cities too much, because corruption is higher than on standard maps (regarding number of tiles), and the game could end more quickly, so you may not need all 21 squares for your cities (before hospitals (Sanitation) you can't get more than 12 citizens per city), and there is something important to remember : tiles are power ! If you don't work some tiles in your core by the middle of the game, those useful tiles (not so corrupted) will be lost, and so your empire will suffer.

It may be an option to build a granary in Rome, because I don't see any close settler factory sites here. That would help Rome to grow in the meantime. And if you research Pottery... it must be for a good reason ! Because it is one of the 2 cheapest techs (along with Ceremonial Burial), and if you meet a civ that already has Pottery, your research will be less valuable by far.

Oops, seeing the image once again, it seems the lake north of Rome is indeed a lake ! :D That could mean fresh water. :goodjob: To be continued...

SolarKnight
Nov 26, 2003, 01:14 PM
My thinking was to found near the game forest and put a granary in there to help expansion, the next player can veto pottery if they want.

I think the turn changed after i moved the last warrior in 3000 BC, maybe the always wait at end of turn wasnt on i just got the tech choice box.

If you want the 3000 BC save ive still got it.

Sandrock LQ
Nov 26, 2003, 02:01 PM
HAving our cities closer together should work out ok anyway. We're going to be pumping units out of them.

Constantine
Nov 26, 2003, 03:34 PM
Turn Log:

2950: Look around Worker mines Bonus Grassland, Warrior goes north west up that isthumus, Warriors keep on exploring

2900: Warrior spots yellow border it is? Gems spotted,

2850: It is Eypgt, they have one tech, masonry so i trade alpabey for it. I get seven gold alogn with it. The warrior moving NW spots a cow on plains.

2800: Warrior built in Rome, other warriors keep on exploring

2750: Veii founded with game and fish in reach. Start it on warrior, one warrior popped a goody hut which gave us an map of the region, some nice land up north

2710::sleep:

2670::sleep:

2630: get 25 gold from a hut.

2590::sleep:

2550: Get pottery set tech to math in 27 at breaking even. This is a good min sci gambit imo.

We have one contact a newly finished spearman in rome. We can cut Egypt off with one city. We have 2 luxs in sight gems and spices.

Pics:
Two Cities
http://www.civfanatics.net/uploads5/two_cities.JPG
And the save oh and sorry for not posting a got it.

Save (http://www.civfanatics.net/uploads5/DGIT_2550,_2550_BC.zip)

Resistor
Nov 26, 2003, 05:08 PM
Damm, you guys play quick, it's already my turn. I'll read this thread first before I start. to get a idea of what were doing. Anyway, here is my "I got it".

:egypt:

Resistor
Nov 26, 2003, 06:41 PM
2550 BC-

Time for systems check.
Changes
I switch from Mathematics to Iron Working. IT will be done in 20 turns instead of the 27 turns of mathematics. Plus Legions are important for taking out Egypt quick.

I fortify the spearman that was built in Rome. I think that's why he was built in the first place. I change production to Granary since we need to expand at a faster rate.

I send worker just west of rome. I fortify warrior in Veii since we have enough men exploring already. I change production in Veii to worker, we need him to start improving the land.

I push the exploring warriors towards the frontiers and one warrior spots a hut. And why is there a warrior heading straight for Egypts capitol? Was the last player going to attack him or something? or did he use the go to commmand?

2510 BC-

Alright, heres comes a turning point for me. I was put in this position by the last player. Now since theres a warrior already next to the capitol, maybe we could start a early war now. Theres is another warrior pretty close to Thebes also. I could wait for him and both of the warriors could attack Thebes at once. I mean Thebes has only 1 warrior, his fortified of course, I say we take this sucka out early. They are a pathetic civilization. We gotta take this opportunity......I have decided.....we are going to war with Egypt.

Ok, second warrior outside of thebes gets closer moving east toawards thebes. The warrior way off to the west is heading for the hut to pop it. Worker is starting on road next to west of rome. Warrior to the far east also keeps going north exploring the peninsula. Warrior adjacent to the capitol of thebes moves south west of thebes and will wait for second close warrior.

2510 BC-

Egypts leader tells me to get off her city. I tell her to make me, and we declare war.

The Egypt-Roman War begins I fortify my unit waiting for the second warrior to arrive. I will wait for the second warrior to arrive and then I will attack as a stack of 2 warriors.

The warrior to the far west pops the hut and we get Mysticism. My other warrior to the far east will keep exploring going north. And thats the end of another exciting turn.

2430 BC-

Warrior to the far west moves south and warrior to the far east moves north on a mountain, to uncover a nice little dye area(3).

Egypt-Roman War
Details- My first warrior is still fortified no a jungle waiting for the second warrior to appear. If a attack comes to my fortified first warrior he gets a defensive bonus for fortifying in a jungle. No fear of a attack as of yet, The sissy Egypts have done nothing as of yet.

2390 BC-

Worker west of rome will start building a mine. Warrior to the far west goes south and warrior to far east goes north. Now to more interesting news...

Egypt-Roman War

The second warrior has reached its destination and next turn the first attack will begin. Still those Egyptians are paralyzed by fear as the streets of Egypt are in much chaos. Don't worry people you will join the The great Roman empire soon. Muahahahahaha

2350 BC-

Worker is done in Veii I move him east of Veii to the deer forest that is being worked on by the citizens. I then change production in Veii to warrior, I fear that we may lose a warrior in the Egypt-Roman War. Warrior to the far west moves south again. Now to the war front...

Egypt-Roman War

The first actual attack of this war begins NOW!!!! Reports have been flooding in of the war by messenger runners. It seems that early reports of only being one warrior garrisoned in the city were false there were two freaking warriors, not one. Other runners come in and say that the first battle has been a total loss to Roman warriors. This burns my soul.....they have won this battle but not the war. Mark my words...........

2310 BC-

Worker east of Veii builds road, so we can earn commerce in that square. Warrior to far west heads east and warrior to far east heads north.

Egypt-Roman War

As the war rages on and as the defeat of my men is even more evident, my blood rages. It was a assured victory my military advisor said, well he is now dead. We have no warriors yet to spare to go on the frontlines. A attack has to be postponed to a later date, until we get more men.

2270 BC-

My warrior to the far west is going north again and the warrior to the far east is going north as usual.

Egypt-Roman War

I have gotten word from one of my men that the people are planning to kill me in 2 turns time. That means my reign will have been only 10 turns time. How sad....

2230 BC-

My warrior to the far west heads north and my warrior to far east heads north as well.

Egypt-Roman War

It seems that the humiliating loss at the first battle has angered the people. I can there angry little eyes out of my castle. Sigh...

2190 BC-The final year...

My warrior to the west heads north and my warrior to the east heads north as well.

Egypt-Roman War

The people have busted through my guards and have taken me outside to a beheading ceremony. These savages dont understand that I just wanted to bring pride to the Roman people. It's too late now as I look down at the wooden platform and feel the cold wind(CUT!!!).................

Save Here. (http://www.civfanatics.net/uploads5/The_roman_empire.zip)

Smellincoffee
Nov 26, 2003, 07:24 PM
Oh, goody. I'm up. :) Got it! Due to the nature of the situation, I'll wait for comment before playing.

Resistor
Nov 26, 2003, 10:43 PM
If anyone feels like dropping some criticism, please go right ahead. I think it's time for some discussion on our gameplan. :crazyeye:

Sandrock LQ
Nov 27, 2003, 01:05 AM
I think we should build up 5 legions before we continue our attack on Egypt. Of course, we still need Iron Working. And in the meantime, we should make sure our cities are well defended. Warriors seem to flat out stink when it comes to attacking cities. Warriors only seem to be good for exploring, and attacking barbarians.

Resistor
Nov 27, 2003, 02:59 AM
I think we should probably build more warriors then after we discover where the Iron sources are we build a Barracks. We connect the Iron and upgrade all our warriors to Legionary. Then we send 2 or 3, I think thats enough, to Thebes and take them out. They are considerably weaken, I did manage to kill off one fortified warrior on the first battle. There is probably only one left. At the moment there is no need to defend, I doubt they can musture up enough troops to attack our cities.

We could also do a much earlier strike, instead of waiting for the Iron Working to finish, we get a nice stack of Archers and warriors/spearmen together and attack. That way they dont get a chance to found another city or make more troops.

In the mean time we demand tribute to get the most money out of them as possible. This war shouldnt take to long, they are weak.

SolarKnight
Nov 27, 2003, 05:29 AM
Maybe we should get a barracks in Rome at least before we train more troops as vetran units are stronger than regular troops

Smellincoffee
Nov 27, 2003, 10:35 AM
Inherited Turn:

Everything looks fine.

Turn 1-2150 BC

Veii completes its warrior and I fortify him. Egypt founds Memphis on the river. Rome grows. Rename our warriors to Lewis and Clark for laughs. Lewis goes NE, Clark goes N. (Clark is near the moutains near Egypt) We can get IW at 9 turns and still break even, so I increase.

Turn 2-2110 BC:

Two Egyptian warriors approach Veii. Worker in Rome is done, so I think I'm going to have him build a road between Rome and Veii for faster troop shuttling. Granary in Rome finishes, and Rome starts on a barracks.

Turn 3-2070 BC:

Egyptians will attack next turn.Veii's worker is done. I don't want to move him into the city, so I move him into the forest southeast of the town- for the Roma-Veii road.

Turn 4-2030:

Egypt attacks! Both of her warriors perish, while both of ours are now veteran. Lewis reaches the end of a peninsula.Clark hasn't found anything yet. I do see more coast, however. Palace is expanded.

Turn 5-1990 BC:

Clark spots a barb camp.

Turn 6-1950 BC:

Rome's barracks finishes. I start on an archer. Veii completes a third warrior and starts on a barracks. Clark beats the life out of a Sumerian defender and steals 25 gold from their petty encampment. Our palace is expanded.

Turn 7-1910 BC:

Nada.

Turn 8-1870:

Iron working due in one turn. Egypt will take peace, but I can't get anything from her besides three gold, so I decide against it.

Turn 9-1830 BC:

Iron working completes. Iron outside of Veii. We can get it whenever the borders expand- but that won't be happening soon with no cultural improvements.There's also an iron in Thebes.We lack one of the basic techs, The Wheel, so I choose to research it. Rome's archer is done and she starts on another.

Turn 10-1790:

Lewis finds some barbarians, beats them up, and goes home a veteran.

Remarks:

We're researching the wheel at max. Nine turns with -3. With 92 gold in the bank, it won't hurt us. We need Veii's iron, so the next player can decide how to get it. Colony, wait for Veii's barracks to finish and then get a temple, switch over to a temple..whatever.

Egypt delenda est! (http://www.civfanatics.net/uploads5/DGIT_SC1.zip)

kryszcztov
Nov 27, 2003, 12:26 PM
Waoh, waoh, waoh ! :eek: You're playing too fast, at least for me to follow.

Again someone played 1 turn less, so actually the game should be at the end of 1750BC. Next player (who actually played 1 turn less at the beginning, is it you up now, Sandrock ?) to play until the end of 1500BC. And please no auto end of turn. :lol:

Well, lots to say, since you played a lot without commenting. And a lot of mess here. First it could be nice to see a pic or two...

Constantine's turns :
Not so much to say. Good trade with Egpyt. You founded Veii on a good spot too. But the "good" Mathematics gambit isn't good actually IMO. Fortunately there has been no turn spent on this tech, because next player changed it right away. I don't know why you built a spearman (without any barracks) in Rome ? Why not a warrior ?

Resistor's turns :
Good to have changed to Iron Working.
You were not put in any situation by last player. If you don't want to go to war, then don't. So you decide to go to war with Egypt, with 2 warriors ? :eek: Nice gambit ! And you think the AI will defend his capital with 1 warrior only ? The AI isn't as dumb as that, even on Warlord.
Smellincoffee asked me if you RoP raped Egypt (please tell such things here, we are here to learn). No, Resistor didn't RoP rape Egypt, since you didn't have a RoP agreement with them, simple. :goodjob: But, yes, he decided to go to war on his own decision ; it seems the team didn't take care of that. About the RBCiv rules, it could be seen as a dastardly move, but not any form of exploit at all. You wanted Egypt to declare war, well, you got what you wanted, but you didn't fool the AI.
So then you attack Egypt with 2 warriors. Some civilizations lost a lot of power by attacking another one with a quickly prepared but unefficient army. Remember every unit has at least a 10% defensive bonus (on flat terrain) when attacked, and those warriors were fortified (+25%). So the Egyptian warriors had 1*(100%+10%+25%) = 1.35 defense point, if I'm not mistaken. Our warriors had 1 attack point. So the odds of beating 1 hp to an Egyptian warrior were of 43% if I did the maths well. And there are 3 hp to beat for each warrior... Anyway there were less than 50% chance to defeat both warriors, on the whole or independantly.
It seems you went for a :smoke: war here. Didn't you want to take advantage of your human intelligence first, then defeat the AI with a much better position ? I hope you know you were taking a high (but unneeded) risk.

Smellincoffee's turns :
It seems you messed things on your 2nd turn : Rome can't build 2 things on the same turn. It's sad to see that you build a granary in Rome, and then don't "use" it. You spent 60 shields building it, you will now spend 1 gold per turn for upkeep, but you don't build any more worker or settler out of it. All the more as Rome won't go past size 6 without an aqueduct (Construction), so there was no hurry to speed up Rome's growth if it wasn't for settlers or workers.
The barracks are completed, you start an archer...? Didn't you all want to build legions in this game ? :D Remember that archers upgrade to... longbowmen (feeble units). And remember that Roman warriors upgrade to... legions !! And you're not far from Iron Working at that point.
off-topic : Sad to see that Sumerians are considered barbs in PTW ! :(
So. You have decided to win this war. You can, you are on Warlord ! No need to say that doing so on Emperor or above is pure suicide... You want to connect iron as soon as possible, and some lies outside Veii. So why don't you build a temple straight away ? Instead of building a barracks first, that will make you lose some precious time, production and money ? Excuse me, but sacrifying a precious worker for a colony just next to your borders in this situation is a joke... I hope. And I have a better idea : why not founding a new city not far from Veii, so that the iron tile falls in our territory ? No need for a temple anymore. :goodjob: More important question : do you want to stay with 2 cities, or do you plan to found more ? Because the AIs want to found the max they can as soon as possible, and if you don't grab enough sites soon, they will grab them instead.

On the whole : you chose to go to war for an unknown reason (but maybe you wanted fun (understandable, I mark my words), or maybe you wanted to "play" with the AIs (well, don't do that too much)), and so you crippled your expansion. What is bad is that the 1st part of the game is usually known as the "expansion phase". I hope you know what's left to do.

If I'm too harsh on certain points, please tell me straight away. I'm sorry to find some things really weird, but that's logical, eh ? So I'd need to adapt my words if someone feels I'm going too far.

And also : if you plan to improve (and become real demi-gods), then don't play so quickly. You want to comment your turns amongst you before next player takes his turns. That should require not playing more than 10 turns per day or so. And that can give me time to comment a little from time to time, because right now you gave too much to comment on at once !!!

Good luck with the war ! (An option (good or bad) would be to sue for peace at some point...)

Smellincoffee
Nov 27, 2003, 03:02 PM
By "worker in Rome", I meant the worker in Rome's radius. He was doing something. Mining, I think. I would've flipped Rome's granary over to the barracks, but it would've wasted too many shields. (36, I think the number was)


I thought it was considered a ROP rape if you declared war while still in their land- regardless of whether or not you had a Right of Passage.

Sorry about my impatience. ;) I waited a whole night, whaddya expect? ;)

And I was building archers just in case Egypt decided to really play war- I don't like warriors, even thought they upgrade into something useful.

Resistor
Nov 27, 2003, 03:10 PM
Originally posted by kryszcztov
Resistor's turns :
Good to have changed to Iron Working.
You were not put in any situation by last player. If you don't want to go to war, then don't. So you decide to go to war with Egypt, with 2 warriors ? :eek: Nice gambit ! And you think the AI will defend his capital with 1 warrior only ? The AI isn't as dumb as that, even on Warlord.
Smellincoffee asked me if you RoP raped Egypt (please tell such things here, we are here to learn). No, Resistor didn't RoP rape Egypt, since you didn't have a RoP agreement with them, simple. :goodjob: But, yes, he decided to go to war on his own decision ; it seems the team didn't take care of that. About the RBCiv rules, it could be seen as a dastardly move, but not any form of exploit at all. You wanted Egypt to declare war, well, you got what you wanted, but you didn't fool the AI.
So then you attack Egypt with 2 warriors. Some civilizations lost a lot of power by attacking another one with a quickly prepared but unefficient army. Remember every unit has at least a 10% defensive bonus (on flat terrain) when attacked, and those warriors were fortified (+25%). So the Egyptian warriors had 1*(100%+10%+25%) = 1.35 defense point, if I'm not mistaken. Our warriors had 1 attack point. So the odds of beating 1 hp to an Egyptian warrior were of 43% if I did the maths well. And there are 3 hp to beat for each warrior... Anyway there were less than 50% chance to defeat both warriors, on the whole or independantly.
It seems you went for a :smoke: war here. Didn't you want to take advantage of your human intelligence first, then defeat the AI with a much better position ? I hope you know you were taking a high (but unneeded) risk.


Damm, I should of made sure to explain why I built a granary in Rome. It was so we could expand, build more settlers, I thought everyone knew why. My fault for not explaining why I changed production to granary.

I think it's not harsh Mr. K, criticism is important if you want to improve upon your game. I took the risk to go to war and I dont regret it. I had a reason, I thought they were weak, so I did what I thought was best. Sure, I took a risk but I'm not afraid to take risks. I still say we mobilize towards war build a settler in Rome then get a good stack of men and march towards Thebes. As soon as we take them out will have more land to choose from.

That's my gameplan, anyone agree? Disagree?

SolarKnight
Nov 27, 2003, 04:10 PM
That sounds fine to me, it would be a good idea to finish this war before it went on for too long.

but just dont totally forget expansion.

Constantine
Nov 27, 2003, 04:21 PM
Yeah we want a quick war but we need more citys. Expansion and war will have to be balanced.

SolarKnight
Nov 27, 2003, 04:24 PM
I couldn't agree more

Smellincoffee
Nov 27, 2003, 06:43 PM
I think we should get peace for the petty 3 gold she's offering, establish ourselves, and then commit ourselves to a war we've prepared in advance for.



http://www.civfanatics.net/uploads6/DGT1SS1.jpg

Resistor
Nov 27, 2003, 07:14 PM
Umm, I think we shouldn't sue so early. She will only give us 3g, not enough to stop and make peace. Plus we have to wait 20 turns and she might get bigger.

Still though, we are pretty even. She lost 2 warriors and Rome lost two warriors. So I guess, we could stop and spare the lives of more of our men.

It could go either way, I guess. Let's see what everyone else thinks.

Constantine
Nov 27, 2003, 07:22 PM
Lets try and raze/capture Mepmpis should put a dent in their growth curve!

Resistor
Nov 27, 2003, 07:31 PM
Originally posted by Constantine
Lets try and raze/capture Mepmpis should put a dent in their growth curve!

Good idea! They will have to split their forces up to protect Memphis. We take that city, and if it reaches size 2 we could keep it and make it a base of operations. Basically, running attack operations from memphis towards thebes. We could whip a barracks there and make a stack, we could later abandon it, after Thebes is down.

Just throwing ideas out. ;)

Resistor
Nov 28, 2003, 03:15 AM
I just thought of another reason to go to war earlier. We have to take those cities before they actually get Spearmen. If they get Spearmen then we will lose a lot of Archers and or warriors we throw at Egypt. :eek:

Sandrock LQ
Nov 28, 2003, 05:47 AM
Busy all day yesterday, so I couldn't read this till this morning. I'll post what I want to do on my turns, then give you guys all day to pick it apart, then I'll play it tonight.

1)I'm going to switch the archer in Rome to a Settler so we can grab the iron.

2)I'll let Veii finish the barracks. We need Veteran units if we want to beat Egypt.

3)I think roads are a bit of a priority to connect our cities so they will all be able to build legions.

4)We'll need a barracks to upgrade in Rome will we not?

5)Upkeep is going to be a pain

6)I may build settlers in Rome until that road gets built.

Sure looks like Egypt got some decent land. We got the short end of the stick there.

SolarKnight
Nov 28, 2003, 07:51 AM
That plan sounds ok, we will need a barracks in rome for upgrades.

We will also need that road finished as soon as possible for the legions as you said.

I agree with the settlers, we need to try and get as much land as possible, also the more cities we have, the more of our glorious legions we can build at once.

also if my turn comes up before monday, please skip me as im away at my fiances, for our anniversary.

[party]

CdB
Nov 28, 2003, 10:23 AM
My two cents in the game ...
- More plannning less actions :)

- As says Mr. K you need more towns so you should build more settlers. You need to expand. Use the lake to build cities that will not need Aqueduct to grow past size 6. More cities = More citizens = More cash = More research ...

- You could also consider building warriors and upgrade those into legions with some cash. It is usually a good way of doing so so you need to accumulate cash

- You should not rush things killing some precious citizen. Early stage is expansion and any citizens / worker is worth a lot.

- I would go for peace and only would re-start the war with a decent army of legions (10 ?). And Legions do not fear Spears (odds are better than Warrior vs. Warrior). Also, you need time to prepare the War and 20 turns will go fast...

- Do not forget that this will trigger GA and therefore you need to have a decent number of towns to have a better benefit of the GA (Golden Age)

Have some fun

Resistor
Nov 28, 2003, 05:05 PM
Originally posted by CdB
- Do not forget that this will trigger GA and therefore you need to have a decent number of towns to have a better benefit of the GA (Golden Age)


See that's what I'm afraid of, we can't afford to have the GA wasted on Despot. Therefore this war should be fought with stacks of archers, warriors and spearmen. Taking Memphis and keeping it since I think it has good land. We take over a town and expand our empire, we just killed two birds with one stone. Then we make it a base of operations for the attacks on Thebes.

kryszcztov
Nov 28, 2003, 05:51 PM
Hehe, Mr. GOTM is here ! :cool: Good general advice ; guys, did you listen ?

Considering the time I read and post here, I wonder if I will have enough time in my days for a real training day game... :D

Resistor, you need to know something : Egypt seems to have 2 cities (I say "seems", because I don't look at the save, but you could know by visiting her), but once you'll get ready for another attack, I highly suppose that they'll have more towns, and that they'll have more defense (maybe spearmen, and I guess Bronze Working is of high priority (and it's quite cheap) for the AI). If you go the same way you did, you'll lose once again. :( The key is to focus on expansion, and then use your advantage to kill the AI. It's too early to make the difference, and you're not the Aztecs.

Good point, Sandrock, on deciding to build a settler in Rome (using the granary) and go get the iron : that is called an investment that can be quickly won back !! :cool:

One unwise thing (one of my (not so) former habits) is to go to war too early, without or with few units. Take the time to build up your army. You'll need cities, shields, gold, iron. That can take some time, but it's the safest and best way to victory. You can continue what you started if you're pleased with it as long as you think it's good or fun or whatever... It could even be interesting to see when (if you do) you would change your mind on the subject, after losing so many units (sorry, archers will have a hard time against Egyptian spearmen). The only thing that keeps me from saying that you're going to suicide is the Warlord level : after all, maybe the AI is no match with your strategy, who knows ? :scan: But even with Egypt dead, you'll fall behind other civs that will have expanded while you were eating your foe.

Resistor
Nov 28, 2003, 07:47 PM
Good thing I got the Granary when I did. :goodjob: I just played two games in warlord where I got domination victory. I went to war early and just slaughtered my way to a victory. My war appetitie is fullfilled, if no one wants to go to war this early in this game, it's cool. Let's just sue for peace and deal with them later. But remember that we will have to kill them sooner or later. They are too damm close to us. :king:

Sandrock LQ
Nov 29, 2003, 09:25 AM
OK, discussion time is over. I'm off to play with my focus being on expansion and that Iron.

Sandrock LQ
Nov 29, 2003, 10:23 AM
First, here's the current picture. My turns will follow in the next post.

http://www.civfanatics.net/uploads6/DGIT2.jpg

Sandrock LQ
Nov 29, 2003, 10:45 AM
My turns:

1790BC:
Check everything. Its end of turn. I hit enter.

1)1750BC
-Lewis kills barbarian.
-Clark explores.
-Change Rome production to Settler. I almost forgot to do this.

2)1725BC
-Lewis & Clark explore.

3)1700 BC
-Rome builds Settler.
-I set production to Settler.
-Sign peace treaty with Egypt. War is counter productive to expansion, unless you are taking enemy cities. Also, there is a good potential city site near Memphis. I don't want to fend off Egyptians in our new city because it looks like a good Settler producer.
-I send Settler north.
-Lewis & Clark explore.

4)1675BC
-Lewis & Clark explore.
-Settler goes N.

5)1650BC
-Lewis & Clark explore.
-Settler goes NW.
-Road between Rome & Veii done.
-Send worker to build a road to the iron.
-Send other worker to bring irrigation to Rome.

6)1625BC
-Veii produces Barracks.
-I switch Veii to Settler.
-Worker starts road to Iron.
-Lewis & Clark explore.
-Settler moves W. A barbarian appears.
:eek:

7)1600BC
-We discover wheel. Switch to Polytheism. My goal: Monarchy.
-Move Settler away from barbarian.
-Worker irrigates.
-Clark attacks barb. camp. We get 25 gold.:D
-Lewis explores.

8)1575BC
-Rome builds Settler. I send it to build city near the iron.
-Change rome prod. to Spearman.
-I found Antium before the barbarian slays our Settler.
-Clark explores. Lewis kills barbarian.

9)1550BC
-Antium ransacked for 28 gold.:mad:
-Move worker to iron.
-Lewis kills barb. Clark explores.

10)1525BC
-Barbarian attacks Clark. Clark crucifies the barbarian. Clark explores.
-Worker begins road on iron.
-Lewis finds a barbarian camp. A chance for us to make back the money ransacked at Antium.

My thoughts:
-The settler near the iron should found the city where he is(my choice) or one square to the NE.
-Have Lewis take out the barb. camp.
-Monarchy. We need it.
-The settler in Veii could found a city near the wheat and iron to the East.
-Rome doesn't have to build spearman, but it could be used in Antium.
-Expand, and get a third worker at some point.
-I think I forgot to set the turns correctly. Someone may need to take an extra turn or one less.

And here is the save:

1525 BC (http://www.civfanatics.net/uploads6/dgit001-1525bc.zip)

Resistor
Nov 29, 2003, 11:05 AM
I hate getting ransacked. :mad: So, how much money did you get out of the Egypt peace treaty. Also we gotta send escorts with ALL of our settlers, barbarians like to appear out of nowhere and ransack all stupid. All in all good stuff. :cool:

Sandrock LQ
Nov 29, 2003, 11:36 AM
Yea, not escorting the settler, when we had plenty of units was the only stupid thing I did. I got nothing from Egypt for peace. Considering we could only get 3 gold before, I don't think we missed out on much.

Smellincoffee
Nov 29, 2003, 07:06 PM
What do you guys think about settling on that land bridge? Looks like good middle ground and won't cramp Veii's style so much.

Resistor
Nov 30, 2003, 12:45 PM
You know the pic SR gave is scaled down, so you can't really see whats around the land bridge well. You could get the save and take a screenshot of the area you want to propose as our next city. So we can all decide if it's good or not. :D

Smellincoffee
Nov 30, 2003, 01:25 PM
Just tried it. Unfortunately, we can't settle on the land bridge- either in the spot the settler is at or across the land bridge, which won't get the iron we need.


I have a feeling Egypt is going to go for those gems. We might need to think about getting that wheat/fish posistion northeast of Veii.

Resistor
Nov 30, 2003, 02:53 PM
Interesting, Egypt just won't die. As the groups military advisor(:D ) I say we can support more units. :D But seriously those egyptians are gonna shut us off all the good spots. We should build one more city wich will be our iron city then will hit them. There is no easy way around it, they must be taken out early. We can't afford them taking all "our" good land. :mad:

Smellincoffee
Nov 30, 2003, 03:01 PM
Shouldn't we wait for the twenty turns of peace to expire? There's an entire half of our continent that we haven't gotten to.

Resistor
Nov 30, 2003, 04:31 PM
Of course SC, I mean by the time the game reaches us. The twently turn waiting period is over. ;)

SolarKnight
Nov 30, 2003, 05:21 PM
im back now and will be able to play next time im up

Resistor
Nov 30, 2003, 07:24 PM
Actually, you are up next! So place your got it and play. :egypt:

SolarKnight
Nov 30, 2003, 08:58 PM
I got it, will play tomorrow, its late here.

CdB
Dec 01, 2003, 05:31 AM
As says Mr K.
- Expand & Explore - create more town to grab luxs you need for happiness & trade
- GA in despot is not the best thing but it is not critical. GA should be timed with a decent core of cities (that is the most important) so that the benefit are visible.
- Should maybe focus on building vet warrior in order to upgrade them to Legions. This is a proven strategy

Have some fun.

SolarKnight
Dec 01, 2003, 01:16 PM
Pre - turn: check everything, hit enter.

turn 1 1500 BC:lewis gets attacked by barb, wins and is now elite, go lewis!!
worker builds road.
cumae founded on iron. begins spearman.
lewis attacks barb camp and wins, another warrior guards the camp so it isnt destroyed yet.
clark explores.

IBT: Egypt founds Heliopolis next to the gems near the iron north of veii.

turn 2 1475: clark explores, lewis destroys barb camp and claims 25 gold for us.

turn 3 1450: Rome: spearman -> settler
Antium: warrior -> barracks
lewis and clark explore.

turn 4 1425: veii: settler: -> spearman
send settler escorted by warrior NE towards the wheat near veii.
move worker into position to build road from cumae to rome next turn.

turn 5 1400 BC: looks like lewis and clark have explored practically all the available land. clark will now move up towards egypt to take a look at the situation, lewis will move towards veii. barb moves towards antium.

turn 6 1375 BC: we have iron!! worker begins mine on hill with iron. barb in antiums radius

turn 7 1350 BC: just moving units.

turn 8 1325 BC: rome: settler -> legionary
move settler to veii, unsure on its final destination though.

turn 9 1300 BC: clark defends against antiums agressor and promotes to vetran.
Neapolis founded near wheat north of veii.
turn 10: will leave it there to even up the date.

The world in 1300BC:
http://www.civfanatics.net/uploads6/DGIT-1_1300BC.JPG

Constantine
Dec 01, 2003, 02:11 PM
So whats the plan build up Legions and expand? Or go for Eygpt?

SolarKnight
Dec 01, 2003, 02:29 PM
my thoughts were to expand as much as possible but make legions at the same time so when the time comes we areready for egypt

Resistor
Dec 01, 2003, 03:09 PM
Good turns SolarKnight! I think Egypt is growing a little to fast, we gotta stun it's growth. We stop the expanding just for a sec. We attack memphis and helli at the same time. It Looks like we got the whole continent to ourselves. So the quicker we take Egypt done the faster we can get back to expanding ALL the continent. Just my opinion, what does everyone else think?

Constantine
Dec 01, 2003, 03:12 PM
Ok i am playing the turns now and if i think we can take Eypgt then I will but I think we need a bigger army so i will work on that to.

Constantine
Dec 01, 2003, 03:30 PM
Pre Turn: I decide to send one of Romes two spear to Anitum to strengh the defence I send the settler East to grab the spices and with that i click end turn

1275 Upgarde a vet warrior to a legion Lewis and Clark are gonna head home to be upgraded

1250 nm

1225 nm Cleo dosn't have Iron lucky break for us

1200 Antium finshes rax set it to worker in 4

1175 nm

1150 Rome builds a legion starts another one

1125 nmLegions going towards Eygpt

1100 nm

1075 Antium builds worker set to hook up to road network, found Pompeii to grab spice starts on warrior

1050 Veii builds Legion and i pass it off

notes: Worker is ready to hook Antium to the road network, Pompeii is founded on a river grabbing Spices I played with sci slider to get us some cash. There are some warriors in Veii and Rome ready to upgrade once we get cash

I am sorry for playing so fast but this was the only i could in the next few days.

kryszcztov
Dec 01, 2003, 04:41 PM
A picture, please !!! :D It would be better to upload saves and pics, instead of attaching them to posts. You should be in 1000BC now, but it's not a big deal.

I'm not commenting these days : I want to see how you guys are doing, and then get my gun and... j/k... :p So, don't you feel better with more cities now ? If you had more emphasized on expansion in the beginning, you could have beaten Egypt to the gems... easily... I'm not hearing of science too much ; where are you in that field ? Don't forget to check the diplomacy screen from time to time (in Deity I check it every turn).

Good luck ! I'll be back soon with more advice and criticism. :cool:

Smellincoffee
Dec 01, 2003, 06:26 PM
Resistor, you're up.

Sandrock LQ
Dec 01, 2003, 08:25 PM
Looks like we're in fairly decent shape. Certainly not dominating, but we're not in any danger either. Resistor, should you decide to attack Egypt, be sure you have enough troops. Don't just run one or two guys up there, even though we have Legions. My personal preference is to make a huge army of ten units, then proceed to take over the opposing civilization. We can't afford to mess up our next attack. We have other civilizations to conquer.:ripper:

Resistor
Dec 01, 2003, 09:47 PM
Originally posted by kryszcztov
If you had more emphasized on expansion in the beginning, you could have beaten Egypt to the gems... easily...

Sure they have a city of gems now, but for how long? Not long with my legion army building. ;) We'll have them soon enough.

Resistor
Dec 01, 2003, 09:50 PM
Originally posted by Sandrock LQ
Looks like we're in fairly decent shape. Certainly not dominating, but we're not in any danger either. Resistor, should you decide to attack Egypt, be sure you have enough troops. Don't just run one or two guys up there, even though we have Legions. My personal preference is to make a huge army of ten units, then proceed to take over the opposing civilization. We can't afford to mess up our next attack. We have other civilizations to conquer.:ripper:

Well, the early war was just a gamble that I took. It failed so I will be more carefull about war this time. Umm, I'm gonna make a gameplan and post it here, to get some feedback about it then I'll play. I am gonna go and open the save and analyze what our best decision should be. Hopefully, they wont have spearmen, yet.

Resistor
Dec 01, 2003, 10:56 PM
Alright, I am analyzing the save so far. Here are some points that I want to have answered or just state-

-It looks like we have the whole damm continent almost to ourselves. I say almost because, well I'll get back to that point later.

-Ok, why haven't we explored the land behind the pathetic Egyptians? There is probably so much left to explore.

-Why does Cumae and Veii overlap so much?

-The Egyptians have Spearmen.

-Alright, let's check the military status.
-5 warriors
-1 Archer
-3 Legionary
-3 Spearmen
We'll talk about military strategy a little bit later.

-Military Positions
-1 Legionary is next to Antium. 1 Spearmen is protecting Antium.
-1 spearman is garrison in Rome. 1 Archer is garrison in Rome. 1 warrior is chilling in Rome.
-1 Warrior is garrison in Cumae. 1 spearmen is garrison in Cumae.
-1 Legionary garrison in Veii. 2 warriors chilling in Veii.
-1 warrior garrison in Neapolis.
-1 Legionary fortified near the enemy city of Heliopolis.

-There is a barbarian uprising near Antium.

Ok,back to the first point, I have discovered another rival civilization. Where you say? Well take a look at the following screenshot.

Alright, we need a battle plan. Look at stats above, please. I plan on upgrading none. That's right, I can't updrade any warriors cause we barely have money. I will make a 2 stacks of Legionary. One stack will have Legionary, Archer, Legionary and the other all 3 legionaries.

I will attack Memphis and Heliopolis simultaneously. Although, I don't think that I will be able to even attack during my short 10 turn reign.

Please, give feedback on ideas on my next decision. If you dont want me to take big risks then please make sure to give me your counterplan. I will do what is best for my group.

CdB
Dec 02, 2003, 05:42 AM
I think the attack is a bit hasty. you will face at least 2 spear by city so you need more than 2 legions to attack. You could wait for the city to grow in pop - culture so that you do not autoraze but grab it.
Do not forget GA is triggered by first legion win ...

Maybe you should also road the Elephant (Lux) so that you gain happy citizens.

Maybe you should build a road towards Egypt so that you next units travel faster ...

Smellincoffee
Dec 02, 2003, 11:03 AM
Barbarian uprising?! Are you sure you don't mean just barbarians? Barbarian uprisings mean stack of barbs, and it also means two civs are in the middle ages- and I pray that's not the case. :lol:

Resistor
Dec 02, 2003, 07:25 PM
Originally posted by Smellincoffee
Barbarian uprising?! Are you sure you don't mean just barbarians? Barbarian uprisings mean stack of barbs, and it also means two civs are in the middle ages- and I pray that's not the case. :lol:

On the Military Advisor screen it said barbarian uprising near antium. Thats what I remember it said. I'm still not playing till I get more feedback, so I'll wait.

SolarKnight
Dec 02, 2003, 08:27 PM
Cunae was founded on that spot so we could get the iron in our territory.

I would suggest waiting till we have more than 5 legions before we move on egypt, just in case the RNG decides it doesnt like us.

I think a more realistic number would be 8 - 10, with more being produced along the way.

that way, we will have better chances of winning battles, have defensive units for our cities, as legions are good on defence also and be better equipped should egypt have any king of counter attack.

just my two pence worth (im english!)

By the way, anyone looked at the f10 screen or are we waiting till we meet other civs to know who else we are up against.

Sandrock LQ
Dec 02, 2003, 09:01 PM
Let's wait for the 8-10 legions. By then we may be close to Monarchy, and we may reap a better golden age. In the meantime, can we found anymore cities? And I have not looked at F10.

Resistor
Dec 03, 2003, 09:37 AM
SR is right! I forgot about the GA thing. We will wait till we get Monarchy before we strike Egypt. So should I build settlers next or what?

SolarKnight
Dec 03, 2003, 10:58 AM
i would say balance settlers and legions

Sandrock LQ
Dec 03, 2003, 10:01 PM
Originally posted by SolarKnight
i would say balance settlers and legions

Yeah, that will work. Get us som real estate.

Resistor
Dec 05, 2003, 12:38 PM
Ok, guys sorry for the long delay, I have just been busy as hell lately. Anyways, I'll try to play tonight or tomorrow morning. :king:

Resistor
Dec 06, 2003, 08:22 PM
Dammit, sorry guys! I am going to have to be skipped. College finals, work and girlfriend are eating up all of time. I should hopefully be ready for my next turn. Again, sorry for making you guys wait so long. :nuke:

Sandrock LQ
Dec 06, 2003, 09:41 PM
I believe Constantine is next in line.

SolarKnight
Dec 07, 2003, 06:10 AM
Constantine played before resistor i think, going by the roster on the first post, SmellinCofffee should be next.

Sandrock LQ
Dec 07, 2003, 07:23 AM
Your right, thanks for the correction.

Smellincoffee
Dec 07, 2003, 12:08 PM
Got it. Balancing settlers and legions, aye..

Smellincoffee
Dec 07, 2003, 12:47 PM
Inherited-1050 BC: Check on the tech situation. Doesn't look like Cleo has anything we don't. Good. The units on the map need orders, going to assume this is my "first" turn then. Try to establish embassy with Cleo to get an idea of her defenses, but we don't have writing. I've read our priority is monarchy, though, so. Why are we working on temples? :hammer: Change Veii's temple to worker, changed Cumae's to barracks.

Turn 2-1025 BC: Rome starts on a settler due in five turns. Rome will hit four population in one turn, so it's all good. Rename an exploring Legion near Egypt "Octavius" for kicks.

Turn 3-1000: Veii completes worker. Polytheism finished, I go for writing. (Yes, I know we need monarchy before we start the Egyptian war, but we really need writing. )

Turn 4-950 BC: Octavius elites. Can you say "leader"?

Turn 5-925 BC: First contact with exploring Carthaginian warrior. Our people immediately despise Carthage, and some nut named Cato screams "Carthago delende est!" Not sure what that means. We meet some guy with a REALLY bad beard named Hannibal. He calls himself the scourge of Rome! And he knows WRITING! He's not too afraid of us, however. My demands that he teach us this chicken-scratch are met with a hearty laugh. We can't teade him anything for it. He knows all we know and writing. :(

Turn 6-900 BC: Egypt knows how to write, too. :( Trade her polytheism for it and 32 gold. Min. for Monarchy is forty, so I slide the science fund back to save bread.

Turn 7-875 BC: Egypt founds some town near the costal dyes west of her empire.

Turn 8-825 BC: Nada.

Turn 9-800 BC: Roman settler starts going to a location I think is spiffy. It'll give us horsies.

Turn-10775 BC: Nothing.

I reccommend beating the settler out of Cumae as soon as the cost is low enough to cost us only one citizen. I've got a settler in the field. Below is a dotmap with two places I particularly like.


http://www.civfanatics.net/uploads6/dgit_empire.jpg

Our...eh, *cough* empire.

http://www.civfanatics.net/uploads6/dgitdotmap.jpg

Dot map. Star will help us keep an eye on Carthage and contain Egypt.

Carthago delende est! (Eventually.) (http://www.civfanatics.net/uploads6/DGIT001-775BC.zip)

Smellincoffee
Dec 07, 2003, 01:18 PM
Forgot about Antium's temple- next player can switch that to a settler or something.

Sandrock LQ
Dec 07, 2003, 07:31 PM
I will probably play this Monday night. I'll keep pushing for Monarchy. Bulding Legions and Settlers as well as defenses is also on my to do list. Anything else, you've got till about 9 PM Eastern AMerican time to say it.:thanx:

Smellincoffee
Dec 07, 2003, 08:08 PM
We need roads to Egypt's empire- one to each of her cities, except for maybe the latest dyes city- for quick deployment of our t roops. :hammer:

Sandrock LQ
Dec 08, 2003, 06:11 PM
Shouldn't be a problem.

Sandrock LQ
Dec 08, 2003, 07:56 PM
Here's my turns:

750BC)Move Settler, Rome builds Legionary, Worker activity

730BC)Move Settlers, Worker Activity, Octavius Patrols

710BC)Veii builds Legionary, set prod to Legionary

690BC)Move Settlers, Worker Activity, Octavius Patrols

670BC)Neapolis builds Spearman, switch prod to Legionary

650BC)Move Settlers, Worker Activity, Octavius Patrols, Build Pisae inbetween Memphis and Elephantine, set prod to Spearman

630BC)Move Settlers, Worker Activity, Octavius Patrols

610BC)Move Settlers, Worker Activity, Octavius moves towards Pisae

590BC)Rome produces Settler(sent towards gems in the East), prod. set to Legionary. Veii produces Legionary, prod. set to Legionary. Upgrade Warrior to Legionary in Veii for 40 gold. Move Settlers, Worker Activity, Octavius moves towards Pisae.

570BC)Move Settlers, Worker Activity, Octavius moves towards Pisae. Found Ravenna, set prod to Spearman.

I am brutally tired, so no image, and a short explanation. There's a Settler near Antium I was sending toewards the coast to found a city. I'm sending the other Settler out towards the east to take advantage of the land out there. We have 6 legionarys. 4 more should be enough to mount an assualt on Egypt. We should place them in a city near where we want to attack. We should also shore up the defenses in all our cities before attacking. I couldn't adjust the sci rate to speed up monarchy witout putting us deep into the red. Monarchy should be done by the time we are ready to attack. We revolt, change govt, then attack. I only had workers build roads. A lot of cities are set on Legionarys. We can change them to Settler, but then we have to set up defenses, before attacking Egypt in those cities. Keep in mind we get no production while we are changing governments. Ugh, this turned out longer than I wanted. Also, give about 24 hours of discussion before playing this next turn. If I have time before work tomorrow, I'll post a pic.


570 BC (http://www.civfanatics.net/uploads6/dgit001-570bc.zip)

SolarKnight
Dec 09, 2003, 06:18 PM
Got it.

Edit: Playing tonight, will post screenshot with my turns.

SolarKnight
Dec 10, 2003, 01:40 PM
Pre - turn: check everything, hit enter.

turn 1 550 BC: move southern settler to hills on coast.
move workers to continue road network.
Octavius moves to explore near Memphis.
move worker near Heliopolis to connect up the road and speed up our legions.
Northern settler continues his march.

The 3 legions from rome move towards Antium ready to move on memphis when the time comes.
The 3 legions from Cumae move towards Neapolis ready to move on Heliopolis when the time comes.

Tech Situation: We are at tech parity with egypt, and up Mysticism on Carthage.

turn 2 530 BC: Hispalis founded on hills on coast South of antium, begins spearman.
workers move to continue road network.
Settlers and legions continue on their journeys.

turn 3 510 BC: Antium Legion -> settler
Rome Legion -> Legion legion sent to Antium
little worried about carthage warriors near hispalis, hopefully just explorers but I tell carthage to

get lost, he leaves but is annoyed now.:( (sorry was a little jumpy).
settler continues, arrives in pompeii.

Octavius uncovers a rather large jungle between egypt and carthage.


turn 4 490 BC: settler continues, arrives in pompeii.
Octavius uncovers a rather large jungle between egypt and carthage.
workers continue.

turn 5 470 BC: veii Legion -> Spearman sent legion to Neapolis.
Egypt starts the pyramids.
Road between Neapolis and Heliopolis is complete.

turn 6 450 BC: see an Egyptian settler/spear pair approach heliopolis, move legions out to block them and hinder their expansion.

think i may have upset carthage, his two warriors are heading back towards hispalis.
began irrigation near neapolis. continuing from egypts irrigation.

turn 7 430 BC: trade world and territory maps with egypt. we can see all of their land and carthages,
egypt is sandwiched between us and carthage.

Here is Carthage:
http://www.civfanatics.net/uploads6/Carthage_430_BC.JPG


the settler and spear from egypt retreat. blockade successful.
Rome -> Legion -> Spearman. sent to antium.
Octavius ordered to return home.


turn 8 410 BC: false alarm carthage is just exploring.
workers continue.
pompeii spear -> spear.

turn 9 390 BC: veii spear -> legion.
few worker moves.

northern settler is on potential city site, has jungle around it but has gems and 3 bonus grassland

tiles, looks like a good spot, if a little slow to get off of the ground.

turn 10 370 BC: lone spearman leaves elephantine (egypts dyes city)? not sure what this is about.
Neapolis Legion -> barracks (oops didnt check to see if it had a barracks.)
Rome spear -> legion.
virconium founded on jungle/gems/BG site. Set to spear.
founded embassies with both rival civs in case we feel the need to invite carthage to the fall of egypt party or vice versa. :hammer:

we are now 15 turns from monarchy, we have 14 legions now, so we could attack egypt whenever we are ready, carthage

has developed his land more than egypt has so they may be a bit tougher. Nothing we as a team cant handle though.

the land north of carthage looks good though but by the time egypt falls carthage may have it. Not a problem though

as they will probably the next ones put to the sword. :hammer:

Here is the core of our empire at 370 BC.
http://www.civfanatics.net/uploads6/core_of_our_empire.JPG

and the Eastern section of our empire.
http://www.civfanatics.net/uploads6/Eastern_empire..JPG

Smellincoffee
Dec 10, 2003, 02:12 PM
Good fortune for us, I think. Both Carthage and Egypt near us, and in all liklihood the Greeks are stuck on an island and won't escape until map-making. Looks like Theveste is on a hill, though.

SolarKnight
Dec 10, 2003, 02:17 PM
Ive just checked the save, the only city that we know of at the moment that is on a hill is Thebes. Theveste is on Grassland thankfully.

SolarKnight
Dec 10, 2003, 02:18 PM
sorry i forgot the save its here

Constantine
Dec 10, 2003, 09:13 PM
I see and will play Thursday afternoon Eastern Time.

kryszcztov
Dec 11, 2003, 06:22 AM
Hello guys ! :) In case you wonder, I'm still lurking whenever I come to the boards.

I want to point out 2 things :
- it seems you have a good legion army now, don't wait so long to use it, on Warlord the AI won't show a great resistance ;
- your city placement is a little... hazardous : there are some tiles near your capital that aren't used at all, and still, you found cities very far from your capital (in the east) ; I know there are some juicy luxuries up there, but on Warlord you won't need them as much as on Deity, and in this case it would have been more profitable to found cities around your capital according to a general dotmap...

Anyway the future war looks promising though... Can't wait to see your legions sacking the Egyptian cities !!! :mwaha:

Sandrock LQ
Dec 11, 2003, 09:16 PM
I don't have much to say except: :soldier:



CHARGE!

Constantine
Dec 11, 2003, 09:22 PM
Sorry guys I have been swamped with hw so Friday afternoon it will have to be.

Constantine
Dec 12, 2003, 03:24 PM
I am still swamped with hw so if SmellinCofffee can grab before Sat afternoon go for it.

Btw I hate how the work piles up right before the holidays.

Constantine
Dec 13, 2003, 01:30 PM
Someone else take it. My civ computer is acting up.

Smellincoffee
Dec 13, 2003, 03:21 PM
Can't grab it now, going to Christmas shop. I can get it later tonight, though. If someone can play it before then--- by all means. No objections here. :)

Sandrock LQ
Dec 14, 2003, 09:59 PM
I can't. I got two twelve hour shifts Mon. and Tues. If no one has picked it up by Wednesday night, I'll play it. BTW, no one should play twice in a row.

Smellincoffee
Dec 14, 2003, 10:05 PM
Consider this a got it.

Smellincoffee
Dec 15, 2003, 06:05 PM
Inherited-370 BC: Looks like we're ready to tango!

Turn 1-350 BC: Egypt moves a spearman/settler pair onto Italian soil. Tempted to tell Cleo to scram, but I really don't want to. Veteran legion engages Egyptian pair outside of Antium, wins. Two free workers. Capture two more free workers outside of Heliolopis. Beat Ravenna to get a spear. I know I kicked off our golden age, but there's no point in letting Egypt expand any more. Egypt's defense was too lackluster to ignore.

Turn 2-330 BC: Lewis beats the stuffing out of a regular spearman (0-3) and elites. Go Lo. We lose a legion (4-2) Engage again, win. The city is ours. Octavius (guarding Pisae) knocks off a passing enemy spearman. Trade Polytheism and ten gold for Map-Making. Hannibal will join our crusade against the Egyptians for a steep price- world map and 200 gold. Pass.

Turn 3-310 BC: Our troops vacate Heliolopis, now renamed Gem City. The entire column prepares to take on Thebes.

Turn 4-290 BC: Battle of Memphis: decisive Roman victory, no losses. I decide to split the Memphis column. We need troops to go to Elephantine.

Turn 5-270: Cleo is SO stupid. She removes a spear from Thebes to escort a settler. Lutetia founded between Ravenna and Antium.

Turn 6-250 BC: Battle of Thebes, one loss.

Turn 7-230 BC: Whack the Theban settler pair. Six workers so far. Troops inbound for Elephantine now in Pisae.

Turn 8-210 BC: Nothing significant to report. Troops still moving toward Ele.

Turn 9-190 BC: *Yawn* Settler out of Rome done, heading for a potential city site accompanied by a spear.

Turn 10-170: Legions next to Pisae, next player can kill the Egyptians off. :-D I think they beat a spear, so you might want to wait until the borders expand if you want to keep the city. The legion outside of Carthage is just keeping an eye on ol' Hanni.

http://www.civfanatics.net/uploads6/dgt_republic.jpg

Pax Romana (http://www.civfanatics.net/uploads6/DGT1_170BC.zip)

Constantine
Dec 15, 2003, 08:55 PM
Nicely done.

SolarKnight
Dec 16, 2003, 01:40 PM
Nice turns Smellincoffee, egypt is now a shadow of its former self.

kryszcztov
Dec 16, 2003, 02:47 PM
I must add my congrats to Smellincoffee for his well-played turns (on the whole, can't find out details now) !!! :thumbsup: I think you have your ticket for Regent ! :D

You now see it was worth waiting for a nice stack of legions, not 2 warriors ! ;) And you could even push your offense forward, once Egypt is gone. Get scared, Hannibal !

SolarKnight
Dec 16, 2003, 07:19 PM
what is the plan for the next player?

are we going to try to attack carthage as well or are we going to build up more units.

I know the Numidian Mercenary has better defence than the spearman, which will make them tougher than egypt but ive never tried legions against numids.

Smellincoffee
Dec 16, 2003, 09:34 PM
What are NMs, 2/3/1? The only time I've played Carthage is in C3C, so I don't know how they've been changed. (If they have). IIRC, Hannibal has about five to seven cities- in that range. I think two columns of soldiers should suffice to take maybe two cities a turn on attacking turns. That way we wouldn't have to keep running one stack around and delay our inevitable victory. There's a good stack of soldiers in Thebes, but the next player may want to do some investigating of Carthage's cities to see how many defenders per city.

SuperBeaverInc.
Dec 16, 2003, 10:18 PM
I think that in the future you guys should try to build a city on the spots that have two red dots on them in the following picture. This will provide you with a canal through the continent thus cutting travel time for boats by many turns.
http://www.civfanatics.net/uploads6/dgitlurk1.jpg

Smellincoffee
Dec 16, 2003, 11:05 PM
Smart thinking-- I would've never thought of that. When it comes to galleys taking over a dozen turns to go around a landmass, I just grin and bear it..

SolarKnight
Dec 17, 2003, 04:59 AM
Good idea, we would also get the ivory near cumae in our borders.

We will have to begin exploring the seas sooner or later so the sooner we are prepared for it the better.

Sandrock LQ
Dec 18, 2003, 09:09 AM
Constantine, do you want to make up your turn, or do you want me to go next? I'm off from work till Sunday, so I have time to do it.:nuke:

Constantine
Dec 19, 2003, 03:03 PM
I can play tonight

What are our goals.

Crush Eygpt
Go after Carthage?

Sandrock LQ
Dec 20, 2003, 09:16 PM
Pretty much.

Constantine
Dec 22, 2003, 03:14 PM
Someone else take it. I had a nasty flu and was sleeping and puking all weekend.

SolarKnight
Dec 24, 2003, 01:24 PM
Hi Guys, sorry ive been inactive for a while, ive had major nightmares getting online over the holidays.

I will let you know when im available when my connection is sorted.

sorry for my absence.

SolarKnight

Sandrock LQ
Dec 25, 2003, 06:18 AM
It appears that I am the only one available to play right now, so I will go next. And don't worry if you've been unavailable, because I know the feeling. I'll post when I'm done.

Smellincoffee
Dec 25, 2003, 09:56 PM
Geez, what are you waiting for, Christmas?!


:lol:

Just kidding. I had to use that line...

SolarKnight
Dec 26, 2003, 04:20 AM
Hi guys,

Im back online now and able to play again, just had a few nightmares getting adsl broadband running on my pc at home :(

all sorted now though :)

hope everyone had a great christmas.

SolarKnight

Sandrock LQ
Dec 27, 2003, 07:40 AM
Finally got this done. Sorry for the wait guys.

170BC Pre-turn--looks pretty good, except we have Barbarians approaching Viroconium and its not defended.

150BC:
-Rome builds Legionary, send towards Carthage
-Legioanry attacks Elephantine spearman, we win
-Legioanry attacks Elephantine spearman, we lose
-Legioanry attacks Elephantine spearman, we win
-We destroy Elephantine, ransack 40 gold and have destroyed the Egyptians
-Change Ravenna prod to galley

130BC:
-Virconium pillaged by barbarians, spearman work destroyed
:mad:
-Palace upgrade
-Send warrior to Viroconium for defense
-Hispalis produces archer, switch to legionary
-Veii produces legionary, switch to legionary
-Rome produces legionary, switch to legionary

110BC:
-Cumae produces legionary, switch to legionary
-I start moving our legionarys toward Utica

90BC:
-Monarchy at last![dance]
-Begin research on Mathematics
-Lateria produces spearman, switch to legionary
-Rome produces legionary, switch to legionary
-Spearman kills barbarian

50BC:
-Veii produces legionary, switch to legionary
-Barb warrior kills spearman....WTF:aargh:

30BC:
-Get Mathematics for Monarchy from Carthage
-Declare war on Carthage

10BC:
-Pompeii produces spearman, switch to legionary, send spear to Viroconium
-Elite Legionary attacks Numerian mercenary at Utica, we win
-Vet legionary attacks Numerian mercenary at Utica, we win, take city, and install new governor:rocket2:
-Set Utica production to spearman
-Legionary attacks barbarian warrior, kills barbarian
-Rome produces legionary, switch to legionary
-Antium produces legionary, switch to legionary

10AD:
-Carthage warriors on the move
-Switch Virconium from Spearman to settler
-Cumae produces legionary, switch to legionary

30AD:
-Legionary kills barbarian warrior
-Legionary dispatches barbarian encampment, we get 25 gold, and legionary is now elite:D
-Veii produces legionary, switch to legionary
-Legionary kills Carthage warrior

Here is the save:

30AD- Romans on the Move (http://www.civfanatics.net/uploads6/dgit001-30ad.zip)

Comments:
1)We look to be in good shape. Next player should keep an eye on barbarian activity. I nearly lost a settler and three workers.
2)We have a settler in Hispalis, i believe there are barbarians to the SW of Hispalis, the settlers destination.
3)I didn't revolt. Never had that option during a golden age, and I'm not sure of the effects it would have. We need to discuss this further.
4)I spent most of my ten turns gathering troops near Utica. We are still under our limit for troops, however that would change with Monachy. The next player is in good shape and can hopefully wipe Carthage off the map.
5)I was unable to expand due to barbarians.

If I think of more I'll put it up later.

Image in next post.

Sandrock LQ
Dec 27, 2003, 07:42 AM
http://www.civfanatics.net/uploads6/30AD.jpg

Smellincoffee
Dec 27, 2003, 10:18 AM
Were the Carthaginians in anarchy when you attacked? (Y'know, switching to Monarchy)? That would've been sweet...

Sandrock LQ
Dec 28, 2003, 07:44 AM
I didn't check actually. Take your time with the next few turns guys. I'll be tied up for about the next week and a half.

SolarKnight
Dec 28, 2003, 01:37 PM
Ive got it but ill wait for some discussion before i take my turns, sounds like there is quite a lot going on.

good to hear that egypt has been destroyed, one opponent down, 6 to go

SolarKnight
Dec 28, 2003, 01:37 PM
EDIT: sorry for double post

Smellincoffee
Dec 28, 2003, 02:27 PM
Just three, I think. Isn't this a tiny map? I think the main force should hit Carthage, but use a smaller force (3-5?) of legions to take out Leptis Magna. We should also try to send a few settlers to occupy that far east section of our continent, lest our enemies do it for us.

Not sure how many Carthaginian cities remain. What, four? We could postpone the revolution until then.

SolarKnight
Dec 28, 2003, 03:15 PM
I think its a Standard Map,

Would anyone have any objections to me checking out the f10 screen, i could do it on a previous save if necessary .

This would just be to see who we are up against.

SolarKnight
Dec 29, 2003, 10:09 AM
It would probably be best if all settlers were escorted by at least spearmen from now on.

Smellincoffee
Dec 29, 2003, 11:14 AM
It's a "Small" map. Just checked on the first page. I think there's six players on Small maps, so that means we have...four opponenets lefT?

Not sure, never have played on a Small map. All of mine are Tiny or Standard.

SolarKnight
Dec 29, 2003, 11:26 AM
anyone want to add some input for these questions?

Monarchy: Do we need to revolt now or wait for our Golden age to end?

Expansion: Shall we continue the colonisation of this continent or look for others to settle?

Conquest: After checking out the save, it seems we have plenty of troops to at least make a dent on Carthage, does the team want me to push forwards or continue to build up troops?

EDIT: Im able to play my turns now guys.

Sorry

SolarKnight

kryszcztov
Jan 04, 2004, 06:39 PM
Hello ! It's quite silent here... I hope that you will make it through the game.

Continuing on my burning out, I have to tell you that I will probably not be able to be kind of a teacher for you. I was supposed to run a training game next time, but I might not have the heart to do it, unfortunately. If this game lasts for too long, maybe then enough time will have passed for me to regain interest in running such a game. I'll tell you so and see how this game is running if that happens. Don't hesitate to ask me questions of any kind via PM, I'll answer you every time.

Best luck !
krys

Sandrock LQ
Jan 05, 2004, 10:59 PM
Thanks kryszctov, your help is appreciated.

Solar Knight, any chance your turns will be posted soon? I've been pretty busy, and I forgot that I had this going.

SolarKnight
Jan 06, 2004, 08:10 AM
Sorry for the Wait guys, wont happen again, here are my turns.

Pre - turn: check everything, hit enter.

turn 1 50 AD: Our Golden Age has finished
Rome Legion -> Legion, begins a long march to Thebes.

Warrior near Virconium goes out to eradicate the barb camp nearby.
Virconium Worker buiiding a mine.
I begin to advance troops into carthaginian territory, be afraid hannibal, be very afraid.
Workers near Memphis building mines.
Send Hispalis settler SW to claim the game and forest squares.
Hispalis legion sent as escort.
elite legion on mountain begins barb patrol

IBT: Our Golden Age has finished
during the rest of our moves, a barb camp is uncovered near Memphis.

turn 2 70 AD: A barb attacks a legion near Memphis, we win and the legion promotes to elite!!
Neapolis: Legion -> Legion, sent to Thebes.
Barb Buster near virconium continues his advance.
continuing our march into carthaginian territory.
Three Legions smell blood and advance on Leptis Magna.
I move a Legion near Thebes onto a mountain to deal with the carthage warrior nearby.
Barbs near Memphis dispersed.
Antium worker continues building irrigation.



turn 3 90 AD: One of our legions near Utica kills the carthage warrior and promotes to elite.
we continue our advance on carthage, some of our units are right on hannibals doorstep.
Send a legion near memphis to the old egypt dyes site in case barbs appear

turn 4 110 AD: Memphis: Spearman -> Barracks.
byzantium founded SW of Hispalis, set to spearman.
workers arranged near Memphis to connect up roads and develop the land.
Barbs near Virconium are history.
Attack Carthage with Vetran Legion, we win.
Attack again with Elite Legion and we win again, but redline. Carthage is ours with an added bonus of three resistors.
Move another two legions into carthage to deal with resistance.
Attack Leptis Magna with vetran legion, we lose but redline the numid.
Attack again with vetran legion, wins promotes to elite.
Next vetran legion loses, numid promotes to vetran but only has 2hp.
Vetran Archer attacks the numid and wins!! :)
Leptis Magna is ours with 1 resistor, hannibal really is too kind, since we capture a worker in the process.
Carthage will talk peace for two cities but i think we can push further into his territory.

turn 5 130 AD: Rome legion -> legion
Veii legion -> legion

barb buster near virconium moves northward to dispatch suspected barb camp
lots of worker activity near memphis.
entertainer hired to control civil disorder in carthage.
our mighty legions begin their advance on the new carthaginian capital, Theveste.

turn 6 150 AD: Resistance in carthage and leptis magna ends.
several worker moves.
Vetran Legion attacks Theveste and captures it, giving us a worker and promoting to elite, got to love the militaristic trait. (one resistor in city)
We advance towards Hippo.

turn 7 170 AD: Antium -> legion -> legion (may have to go off of war mode soon, carthage wont be around much longer if the war continues at this rate.)
more worker moves.

turn 8 190 AD: civil disorder ends in carthage at the cost of one citizen starving.
Attack hippo with vetran legion and numid dies leaving legion with only 2hp
Barb buster kills barb horseman but redlines, he is now elite.
Vet legion kills numid and takes Hippo.
barb appears near Leptis Magna (oops only an archer left in city, hope he can handle it)


turn 9 210 AD: Rome: Legion -> Temple
few worker moves.
Next turn will be the last chance i have to hurt carthage, hopefully when the next player takes over carthage will be reduced to one city.

turn 10 230 AD: Thebes and Veii: legion -> temple.
leptis minor is ours after our vetran legion finishes off the numid inside, giving us two workers.
seems i was wrong, carthage has three cities left. but will accept peace giving us two of them, will leave that desicion to the next player.
the next player may have to remobilise our legions if he wants to wipe out carthage, i think i left them in cities to get rid of resistance as i advancved, i didnt revolt, i saw the chance to move and i took it.
carthage is now a shadow of its former self.


once again sorry for the wait, ive had family and computer issues to contend with this week, everything sould return to normal next week though, im back at university and will be able to play properly again.

I will post screen shots later if i get a chance.

SolarKnight

Sandrock LQ
Jan 08, 2004, 07:36 AM
No problem on the wait, I just hope the other guys are still around.

Smellincoffee
Jan 08, 2004, 09:18 AM
I'm still here, but count me as out until Monday.

SolarKnight
Jan 11, 2004, 05:35 PM
Here is carthage before my turns:
http://www.civfanatics.net/uploads6/carthage_before.JPG

and here is carthage after my turns:

http://www.civfanatics.net/uploads6/carthage_after.JPG

I think there may be another city hidden in the north under the fog.

Im sure i remember there being three cities left, if not well it will just make it easier on us :hammer:

SolarKnight
Jan 15, 2004, 12:00 PM
Is everyone still playing this game?

Smellincoffee
Jan 15, 2004, 12:30 PM
Aye, I'm still here. Constantine is up, followed by Resistor..

Sandrock LQ
Jan 17, 2004, 08:42 PM
Yea, I'm still here too, I've been sick, which is why I have not posted much. I do know that I'm not due for a turn for quite a while.

SolarKnight
Jan 17, 2004, 09:41 PM
no problem sandrock:) , i was just wondering as the thread went quiet.

Smellincoffee
Jan 19, 2004, 10:41 PM
Turn Order:
1)Sandrock LQ
2)SolarKnight
3)Constantine
4)Resistor
5)Smellincoffee



Since neither Constantine nor Resistor have grabbed the save, I think I shall. Consider this a got it.

Smellincoffee
Jan 19, 2004, 11:20 PM
Inherited:

Smellincoffee crosses the Rubicon, seizing control of the goverment. He immediately sends envoys to Carthage and determines that they have three cities left. Enraged by the fact that Carthage still exists, he returns to the army and gives them marching orders. Hoo-hah! His priorities? Destroy the Carthaginians and establish a stable monarchy.


I used an exploit. I accepted their last two non-capital cities in a peace treaty. I investigated their city and there's only two warriors inside it. As soon as my troops get in range of Sarabetha, I'll end the curse. I usually stay away from exploitave moves, but we've lost a lot of time in the game pickups and such.

Turn 1-- 250 A.D: Two legions of Roman troops approach Sarabetha. Another legion, led by one Caesar, are heading to kill some Gallic barbarians.

Turn 2-- 260 AD: Caesar kills the Sumerians and raids their encampment.

Turn 3-280 AD: One of our galleys makes an intrepid journey across the oceans and discovers, to our disgust, other civilizations. They need to be taught the Roman way. Unfortnately, the ship sinks before our diplomats make shore. However, the survivors swim ashor and ascertain the names of these two civilizations. A frail, bald man named Ghandi tells us that he and the warmongering Mongols share their vast contient. (Talk about extreme opposites! Ghandi and Temujin?!) The diplomats discover that the Indians know philosophy, law, and horseback riding, but do not know common math or religion. We teach them of our many gods (Polytheism) and they tell us all they know. As for the Mongols? They are disgusting creatures with a goverment that's positively horrid. The people make all the decisions. They, however, are proud of their "republic" and refuse to share its secrets. We don't want them, anyway. Imagine the Carthaginians having the same say-so as a Roman!

The Indians seem like nice enough people, so we establish a embassy there.

Turn 4-- 300 AD:

Roman troops enter Sarabetha. The Carthaginian curse is gone.

Turn 5--320 AD:

Settler instructions, barb-killing.

Turn 6-- 330 AD

Barb-killing, settler marathons.

Turn 7-- 340 AD

Settler instructions.

Turn 8--350:

:nuke: :nuke: ICBM hits Rome. :nuke: :nuke:

Turn 9-- 360 AD

I actually die of boredom. No, really. Krys gets to give my eulogy.

Turn 10-- 3:

Smellincoffee tragically dies of unknown causes (most likely boredom) before fulfilling his dream, the establishment of a monarchy. There is much weeping. Smellincoffee's tomb is built.



http://www.civfanatics.net/uploads6/santamaria.jpg
Sail on, sail on, sail on....

http://www.civfanatics.net/uploads6/settler.jpg

Oh, I beat a citizen to get the galley in one turn.

Who will be the next contestant on The Divine Right?! (http://www.civfanatics.net/uploads6/DGT001_370.zip)

SolarKnight
Jan 20, 2004, 09:52 AM
nice to see that carthage is no more, would have finished them off myself if i had the chance :)

nice turns smellincoffee

SolarKnight

SolarKnight
Jan 21, 2004, 11:38 AM
Sandrock LQ, i think your up unless constantine or resistor come back

Smellincoffee
Jan 24, 2004, 03:55 PM
Yep. Has anyone heard from either one of those two? :(

SolarKnight
Jan 24, 2004, 04:32 PM
No sorry, haven't heard a thing, tried emailing them or anything?

Smellincoffee
Jan 24, 2004, 04:44 PM
Not yet. By the way, Sandrock hasn't posted since Jan. 18, so it's yours if you want it. :)

SolarKnight
Jan 24, 2004, 04:52 PM
ok

got it :)

SolarKnight
Jan 26, 2004, 08:12 PM
Pre - turn: check everything, notice that the former carthaginian cities of Sabratha and Leptis Minor are building Archers, i fire the govenors of those cities and command them to construct magnificent temples to worship the Roman gods and learn our superior ways.

Change construction orders in Smellincoffees tomb to spearman, so that his remains be better guarded.

The mongols leader will trade his world map with me so i take the deal, i remember an early leson from military school: Know your enemy. (I also take the territory map and his last gold piece).

We can now see the whole of the other continent. Seems the mongols have two scources of iron but the fools haven't connected either, unless they rectify this soon they will be mere fodder to our legions.

Ghandi will now share the secrets of his concept of republic, in fact by trading him for the knowlege of the Roman monarchy, we can take Republic, all his gold and his maps.

hit enter.

turn 1 380 AD: Galley is built in Hispalis, I load it with our settlers and send them to colonise the island to the south. so that the glory of rome be spread to every corner of the Earth.

Spearman completes in Byzantium, set to worker.
Syracuse founded and ordered to train a spearman for defence.
Leptis Magna completes Spearman, ordered to build another worker, there is a lot of jungle to be cleared in the vicinity.
worker near Leptis Magna moves away from barbarians.

Gem city, pompeii, ravenna and pisae are building legions without barracks, so i change them all to temples so that they may better use the surrounding countryside.

I take a break so i can converse with my advisors on the best course of action.

I converse with the military advisor and he informs me that we have 41 legions. I am impressed as we have ample troops to make a dent on the other continent, but we are in need of the ships to ferry them across the sea. There is a narrow passage between our continent and the other, it is just wide enough for a galley to move across with out sinking, so it may be possible to start ferrying legions across, though we will need more ships to accomplish this.

I begin to order all of the legions we can spare to rally at pompeii as this city is closest to the channel. I think the construction of galleys can commence shortly, though my other advisors(you guys) are free to adjust production as necessary to enhance our mighty empire.

turn 2 390 AD: During my mega - lo - manic moment i neglected to notice a barbarian warrior destroy 5 of our workers:aargh: , in a fit of rage :mad::saiyan: i then order the destruction of every barbarian camp in the area, no longer will these dogs plauge us. The camps fall and we enjoy the sight of hordes of barbarian warriors fleeing from the swords of our mighty legions:hammer: .

To rectify this, i will order the training of new workers from the carthageinian cities as they complete their basic defences. (sorry guys, that was a really dumb thing to let happen but the workers will be replaced).

turn 3 400 AD: Utica changed to worker.
Veii builds settler, changed to galley. Settler sent north to pompeii so it can then proceed north to colonise the jungle area.
Thevesta builds spearman, changed to worker. citizens reassigned to work the wheat so that the city may grow.


turn 4 410 AD: Ceaseragusta founded on the southern island.
Cumae builds spearman, changed to worker.
Carthage builds spearman, changed to worker.


Im going to have to leave it there for tonight, as its getting late. I will post the last five turns tomorrow night after i get back from lectures.

Im sending all available legions to pompeii ready to be transported across to the other continent. Im building a few galleys now so they can be sent over soon.
Though it may be better to wait for better ships though the next player can decide that.

sorry about all the goto orders, and the loss of the workers, though the way our production is going they will be replaced very soon.

Not the best i've ever played but we all make mistakes. :wallbash: :spank:
SolarKnight.

Smellincoffee
Jan 26, 2004, 09:19 PM
Ouch on the workers, but those barbarians do keep you on your toes...

I'll give everyone else some time to take it before I do; otherwise, it looks like it's down to us two. :(

SolarKnight
Jan 27, 2004, 03:57 AM
:(

fair enough, will finish my turns tonight and post them. Hope the others do come back though.

Edit: think i must have been half - asleep or something, i only played 4 turns but wrote up most of the stuff for turn 4 in turn 5, as my save game is only 410 ad, my post has been edited to correct this. i will then post the remainder of my turns.

SolarKnight
Jan 27, 2004, 07:01 PM
Turn 5 420 AD: Utica finishes the worker its been training, it is immediately assigned to jungle duty.

Jerusalem founded near ivory NE of antium. (should be palmyra but had a change of heart, didn't like the name. :( )
set to spearman.

Settler in pompeii sent to claim the dyes in the jungle.

Our elite barb busting warrior looks on as another magnificent town is founded just a few squares south west of his location. taking advantage of the wheat and fish in the area. A worker is ordered to harvest the wheat.

traded territory maps with the Mongols, seems their iron isnt even in their cultural borders yet, they may prove to be easy prey.

turn 6 430 AD: Antiums orders changed to galley to speed the delivery of our legions across the sea.
Byzantium builds a worker, changed to courthouse to combat corruption in the city.
Hippo builds worker, changed to harbour.

turn 7 440 AD: seems we missed a barb camp, we lost a settler near pompeii, :wallbash: ill sack those generals who assured me we were safe (mental note dont play civ after midnight, concentration suffers too much).

turn 8 450 AD: The Mongols build the oracle! The mongols are also building the pyramids and the indians are building the collosus, pyramids and the hanging gardens.
spear whipped in virconium to ensure saftey against barb attacks.
a legion avenges our lost settler by slaying the barbarian.

turn 9 460 AD: Virconium: Spearman -> worker
Neapolis: Settler -> Galley
Cumae: Worker -> Temple


turn 10 470 AD: Barb camp near pompeii is burned to the ground.


There is now a large number of legionaries in pompeii, they are massing there so that when enough galleys are constructed, they can be ferried across the sea near pompeii

to the other continent. My plan was to build a city on the other continent as a beachead and erect walls there as fast as possible, then launch the attack from that city

reinforcing as necessary.

SolarKnight
Jan 27, 2004, 07:03 PM
Here is the save

Smellincoffee
Jan 27, 2004, 08:40 PM
Are many of the other cities seaside?

SolarKnight
Jan 27, 2004, 09:37 PM
on our continent? looks like we got at least 6 or 7 on the coast

Sandrock LQ
Jan 29, 2004, 10:48 PM
I'm still here, and I'll take the next turn. I'll have it done by Sunday. I've been working on job interviews and working 45 hour weeks, and setting up other stuff. I haven't been home a whole lot. But, I will finish what I start now that I have a full three days off.

Anyway, it looks like we are in good shape. I've lost my fair share of workers in the past to barbarians so I know the feeling. I'll start moving those legions across so we can finish this thing off.

Smellincoffee
Jan 29, 2004, 11:14 PM
Welcome back! :D

SolarKnight
Jan 30, 2004, 05:15 AM
Welcome Back Sandrock, lets kick some ass!!

there should be 41 legions in total, most of which are on their way to pompeii.

the rest are on guard duty but if you wish to use them you can.

Sandrock LQ
Jan 30, 2004, 07:54 AM
Going to play this, this morning and get it over with while I still have use of my brothers good computer. After I take my 10 turns, we should discuss increasing total turns per save to twenty since we've lost 2 people.

May our enemies die slow, painful deaths!

Smellincoffee
Jan 30, 2004, 08:29 AM
What do you think of advertising for a couple more players?

Sandrock LQ
Jan 30, 2004, 09:34 AM
Here are my turns, no pics due to time constraints.

Pre-Turn, check things out and think to myself, "man, I have been away far too long." BTW, my turns were primarily worker and unit movement.

1)480 AD
Just movement, no excitement.

2)490 AD
Just movement, no excitement.

3)500 AD
Just movement, no excitement.

4)510 AD
We discover Construction, switch to Currency.
Antium makes Galley switch to Galley
I begin to migrate our troops to the Indian/Mongol continent.
Cassius destroys barb. camp and becomes Elite!:goodjob:
Veii builds Galley switch to Galley

5)520 AD
Caeserea builds Worker swich to Worker
Ghandi tests my patience by moving troops onto the hill where I was going to land our Legionnaires.

6)530 AD
Ghandi gets the all time cheese head award, by plunking a city(Punjab) on my landing hill, further decreasing potential landing sites.

7)540 AD
Oea builds Spearman switch to Worker
Rusicade builds Spearman switch to Worker

8)550 AD
Julian fites barbarian, gets promotion to Elite.
Destroy barbarian camp for 25 gold.

9)560 AD
Virconium builds Worker switch to Legionary
Load Legionairies into Gallies.

10)570 AD
Jerusalem builds Spearman
Smellincoffee's Tomb(lol) builds Spearman switch to Worker
Found Sandrock's Jungle Town near a couple of dyes.
Now we only need for SolarKnight to rename/build a city of his own(lol).

The save:

DGIT1 570 AD (http://www.civfanatics.net/uploads6/DGIT 570 AD.zip)

comments:
1)I noticed that Smellincoffee created a mod for civilization names, nice job!
2)India, Mongolia, or both. We need to discuss this decision. We can take out Mongolia with a lot of travel and not touch India, however we cannot get to India without touching Mongolia, at least by land. Maybe we should wipe the floor with both simultaneously?
3)Despotism makes a good wartime government doesn't it? Especially if you have a dominant unit that you can build. Science be damned.
4)We now have enough gallies to get a decent amount of troops across relatively quickly. Its that damn new Indian city that is the problem.

Regarding the DGIT:
-I saw the three of us finish this game off, we are very close to winning. As soon as it ends, we open enrollment and try to recruit back up to 5-7 members. I'm somewhat uncomfortable of brinigng someone new in right now. I know I can rely on you guys. I'm open to discussionon this, but I would like to get game #1 over quickly, so we can take 2 weeks to a month off for recruitment and discussion of game # 2. Kind of odd how only players with names starting with "S" remain. Perhaps we should limit our recruits.....:hmm:

Just kidding.

Smellincoffee
Jan 30, 2004, 09:39 AM
:lol:

Perhaps we should change DGT's name to "SSS". We sound like an Iraqi security service. ;)

We'd probably be better off if we switched to Monarchy, due to the tile penalties. I won't revolt if we don't agree, though.

It depends on how close these guys are to chilvary, if they are. I don't want to fight War Elephants...I've heard stories. (And I've seen Persian war elephants rampage in AOK. Scary.)

SolarKnight
Jan 30, 2004, 11:04 AM
regarding the war, have the mongols connected their Iron yet, if not then they will be easy prey, all they will have will be horsemen, warriors or archers (or a combination), so they wont be much of a problem for our legions.

The indians had iron, so they will probably have swordsmen horseman and a few archers. When i was playing, i think the AIs areabout even with us as far as tech is concerned so i dont think they will be much closer to chivalry then we are.

My personal opinion would be to try and get rid of the mongols first (unless they have their iron connected).

If they both have Iron then we could probably take them both at once, starting with india as they are closer.

i would check the save to see how we are doing but the link was dead.

SolarKnight

Smellincoffee
Jan 30, 2004, 11:13 AM
No, I don't think so. I examined the save. Indians have their one iron, but none of the irons in the moutains and such are connected.

I was thinking we could start razing Indian cities, maybe get the Mongols to help us, then start razing Mongolian cities once they're good and mad at each other. :)


The link isn't dead-- there's a file, but Sandrock accidently put a space instead of an underscore. I did the underscore and it worked fine.

Sandrock LQ
Jan 30, 2004, 11:25 AM
Originally posted by Smellincoffee

The link isn't dead-- there's a file, but Sandrock accidently put a space instead of an underscore. I did the underscore and it worked fine.

Yea, sorry about that. I've been working a lot with renaming files over the past couple of days for my music, and I must be getting digititis.:wallbash:

Personally, I'm ticked at India for making movement such a pain in the ass. Also, we may want to take them out before they become advanced. We probably could survive a switch to monarchy. If we're selective, 30 plus units should easily take down a few cities, and by the time we finish we'll be through anarchy and producing more of our fabulous regions. The only thing that I fear is a possible war against two countries, but they are both on the same continent, so at least it would only be one front. The Mongols just look easier to take out with their unconnected roads, plus they are sheilding the Indian cities to the north. I say pick one, eliminate, than eliminate second, win game. I don't forsee any major difficulties.

Smellincoffee
Jan 30, 2004, 11:36 AM
Do we want to start with their colonies or their core? I generally go after the cities with the strongest garrisons first, gradually weakening them.

Due the defensive strength of our UU, though, I think we could plant a band of them in the core and let (whoever our first enemy is) kill himself to death fighting them. We could even bring workers to build fortresses. Hmm.

Sandrock LQ
Jan 30, 2004, 12:44 PM
I forgot or never knew(hangs head in shame) what UU is, but I think what you are getting at is that we should just plant ourselves in one of the cities and just watch as they miserably attempt to take it back?

Smellincoffee
Jan 31, 2004, 10:02 AM
Nah, we should just pick a good moutain and sit. :) No point in fortifying in a town; only cities or metropolisis give defensive bonuses.

UU is Unique Unit, btw. :)

Oh, and Resistor isn't dead. I saw him in the Stories and Tales forum, albiet not this one. Don't tell me he FORGOT about a SG... :eek:

Sandrock LQ
Jan 31, 2004, 11:07 AM
Sounds good, so who's taking next turn?

Smellincoffee
Jan 31, 2004, 11:54 AM
I am.

So-- India or Mongols first?

Sandrock LQ
Jan 31, 2004, 11:57 AM
Mongols, only because we should be able to take them out without walking on Indian turf. If we can get India to go against them, all the better. Little do they know....

It's too bad that walking across this new continent will be a pain due to lack of roads. If we get enough gallies going it may become easier.

Smellincoffee
Jan 31, 2004, 12:13 PM
Alright, then, I'll play.

Priorities:
1.) Revolution
2.) War on Mongols
3.) Seek Indian invervention if possible. :)

SolarKnight
Jan 31, 2004, 12:57 PM
Sounds good, show the mongols what we are made of

Smellincoffee
Jan 31, 2004, 03:12 PM
The Rotten Romans:

http://www.civfanatics.net/uploads6/cofficus.jpg

In 670 A.D., Cofficus crossed the Rubicon and launched a revolution, throwing Rome into a four-year anarchy (whoop! :D ) and militarizing the economy. Two hundred years later, he and his ancestors had wrecked havoc on the peaceful world they knew.

The Least You Need to Know

We're a monarchy.
We're at war with the Mongolians.
We're at war with the Indians.
They're at war with each other.
The Iraqui Informaton Minister has a better reputation than we do.
We rock.


Rome at War:

Over the past two hundred years, many battles were fought and many non-Roman citizens were killed.

Battle of Choybalsen
-- one Veteran loss.
-- city razed.

Battle of Dalandzadgad
-- City captured.

Battle of Darhan
-- one Veteran loss.
-- city razed.

Battle of Tau-Tau
-- city captured.

Battle of Mandalgovi
-- city captured.

Battle of Erdenet
-- city razed.

Battle of Chittagong:
--One Veteran loss.
--City captured.

Battle of Punjab:
--Two Veteran losses
--City captured.

Battle of Bengal:
--City captured.

Battle of Dacca:
--One Vetran loss.
--City razed.

Battle of Jaipur:
--One veteran loss.
-- city captured.

Status Report:

Army headed for Indus.
Indian troops near the ruins of Dacca.
Troops near Hydorabad, up to next player's discretion if he wants to attack. I'd move more troops from Jaipur.
Indians stuck building wonders, so Asian War will probably be better for Mongols.
Every legion on our continent is heading for the boats at Pompeii.


Live by the Sword, Die by the Sword:
Our reputation is a flaming wreck, courtesy of me. If this were a normal game, I'd never use the tactics I used in these twenty turns. But this is for us, the end game. Seriously. Depending on intiative and RNG luck, we can have this game won and DGT2 started by time it gets back around to me-- hopefully. What have I done?
[list=1]
Right-of-passage raped India.
Declared war on India when we were allied together against Mongols.
Took peace from the Mongols, signed them to a MA against India, and redeclared that very same turn.
[/list=1]

The last is my favorite. :D I got Hovd, gold, and Currency for peace. I got Lit (the only tech we didn't have) and more gold for the MA. I redeclared and abandoned Hovd.

I decided to play so dishonorable because we're been doing it all game long. We ROP-raped Egypt in the beginning, after all. Plus it felt fun to backstab the Mongols like that. They sneak-attacked me last night and I dinnae appreciate it one bit. Today was my revenge. :mad: We had nothing to lose and everything to gain, so I did what I did and have no regrets.

Conclusion:

I played twenty turns, as you can probably tell from all of the battles.

After I take my 10 turns, we should discuss increasing total turns per save to twenty since we've lost 2 people.

If I did something wrong, go ahead and dock me--but I couldn't give up the war due to my early successes. They felt too good.

As you can tell, no traditional turnlog. If troops weren't battling, they were marching to battle. Enjoy. :D

Who will be the next Rotten Roman? (http://www.civfanatics.net/uploads6/DGT01_760.zip)


http://www.civfanatics.net/uploads6/cofficus_status.jpg

Sandrock LQ
Jan 31, 2004, 04:04 PM
Regarding the turns, I believe I mentioned we should up the pace, so I approve of that. If there's only three of us, no point in zipping up and saving so often.

As for the war tactics, as long as we don't use exploits that guarentee victory, I'm ok with it. Our mentor Kryshcov(spelling) may have a problem with it, but this is our first game, and all is fair in love and war. We can always play games later with heavily enforced rules.:scan:

Good turns, and I have just one question. How do you get the units to display like you did(unstacked)? Also, did you use the mobilization option in the advisors menu? Ok so I lied, 2 questions. But I feel victory is at hands reach. All sets of turns from now on are 20.

Your up SolarKnight.

Smellincoffee
Jan 31, 2004, 04:11 PM
Sandrock: They're multi-figured units In other words, a single Legion unit looks like six. I hadn't planned to have so many, but I installed a sound fix for the ones I had-- and it refuses to work unless I downloaded others. :lol: It has no effect on gameplay, just makes things look more interesting. You can find the ones for the standard game in Unit Graphics/Multi-Figured units. If you go to the first page of this thread, you'll note Constantine uses them, too. I don't like all the clutter, but I had to due to the patch. Ordinarily, I just use MFUs for archers, workers, riflemen, infantry, and cannons, but now all of the ancient age units have them.

Nope, mobilization isn't an option until Nationlism. I just said "mobilized" because I switched everything to legions. :)

Krys might have a comment about my actions, but I doubt it. I sent him a PM a few days ago, asking him to look at our latest save. I honestly had no idea where to start with the Asian War. No reply as of yet, so I'll assume he's neither checking pms nor checking this. :(

BTW, Resistor and Constantine are both active. Constantine posted today, as a matter of fact, and Resistor is doing an Indian story in Stories and Tales. Did either of them "officially" drop out?

SolarKnight
Jan 31, 2004, 05:06 PM
Ive got it.

don't remember seeing anything to say that either of the other two dropped out.

Maybe they just forgot??

Smellincoffee
Jan 31, 2004, 05:59 PM
I read through the entire thing. The last comment Resistor had was something about his civ-computer messing up. Constantine, however, made no comment.

It's quite possible they forgot. Have fun on your twenty. :)

Sandrock LQ
Jan 31, 2004, 06:19 PM
I guess I'll go private message Constantine and Resistor and see what is going on.

Smellincoffee
Jan 31, 2004, 06:47 PM
:) Hopefully they'll return. If they do, are we still going to recruit to our cap at seven players?

Sandrock LQ
Jan 31, 2004, 07:49 PM
I was going to have an open enrollment once this game ends, even before this happened.

Smellincoffee
Jan 31, 2004, 08:40 PM
This is OT, but when do you think you'll open a discussion thread for DGT 2?

Sandrock LQ
Jan 31, 2004, 09:27 PM
As soon as wee finish DGIT 1. Or if we want the delay between game one and two to be minimal we could open membership now.

Sandrock LQ
Feb 01, 2004, 09:25 PM
I've just received a response from Constantine, he's too bust with school work, so he dropped. Still waiting on a response from Resistor.

Smellincoffee
Feb 01, 2004, 11:00 PM
Dropped this game or DGT as a whole?

BTW, SolarKnight, I believe you're up. :)

SolarKnight
Feb 02, 2004, 05:08 AM
Ive played through to turn 16, will finish and post today

CdB
Feb 02, 2004, 06:17 AM
Originally posted by Smellincoffee
What have I done?
[list=1]
Right-of-passage raped India.
Declared war on India when we were allied together against Mongols.
Took peace from the Mongols, signed them to a MA against India, and redeclared that very same turn.
[/list=1]

The last is my favorite. :D I got Hovd, gold, and Currency for peace. I got Lit (the only tech we didn't have) and more gold for the MA. I redeclared and abandoned Hovd.

I decided to play so dishonorable because we're been doing it all game long. We ROP-raped Egypt in the beginning, after all. Plus it felt fun to backstab the Mongols like that. They sneak-attacked me last night and I dinnae appreciate it one bit. Today was my revenge. :mad: We had nothing to lose and everything to gain, so I did what I did and have no regrets.

[/B]

Just giving my 2 cents if you plan another game ... "Usual" rules for SG are banning the following :

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.


Standard LK house rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases for the first 50 turns of the game.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.

SolarKnight
Feb 02, 2004, 09:32 AM
Thanks CbD, by the way, sorry newbie question, what exactly is RoP rape? i keep hearing it but never heard anyone explain it

Smellincoffee
Feb 02, 2004, 12:17 PM
"Raping" the "innocent" AI by moving in troops into their territory using their roads. Players can use this to posistion troops in key locations (resources, cities) and then attack. Players who REALLY exploit it can cripple the AI beyond repair.

I would not have used it on core cities. In this case, I was using it on colonies with no roads. I used this exploits in my turn out of sheer spite. ;)

No worries; I don't encourage these type of exploits, as the last time I used it in a game was in my first game. ;) I hope no one holds it against me for using them this once, though. :lol:

SolarKnight
Feb 02, 2004, 01:19 PM
Ah i understand now, thanks SmellinCoffee, will try to get my turns done tonight, had to stop last night as they were just taking ages

Smellincoffee
Feb 02, 2004, 02:38 PM
A lot of marching, I'll bet..

Sandrock LQ
Feb 02, 2004, 10:56 PM
Perhaps we'll have to discuss exploits for our next game, and what we allow and do not allow. Like I said before as long as we are not blatantly giving ourselves an unfair advantage, then I'm ok for it. I didn't know using the enemies roads provided such a huge advantage. Does this mean that in a SG we have to avoid roads at all cost, if we did not build them?

As far as Constantine goes, he's definitely out this game. I'll get an update when we're setting up the second game from him. Stil no word from Resistor.

Smellincoffee
Feb 02, 2004, 11:48 PM
In my case, the cities I attacked would have fallen with or without moving in troops pre-declaration, so it wasn't an unfair advantage.

It's also considered ROP rape by the game if you declare war with troops in their territory, regardless of whether or not you have a standing ROP.

"Does this mean that in a SG we have to avoid roads at all cost, if we did not build them?"

Not positive what you mean. As long as we don't declare while in their territory, it's okay. (Of course, the AI is not bound to any ethics, as you will learn as you play. ;) )

Maybe Resistor isn't checking his pms. We could always post in his Indian thread, but..

SolarKnight
Feb 03, 2004, 01:44 PM
double post

SolarKnight
Feb 03, 2004, 01:47 PM
Pre - turn: check everything, hit enter.

IBT:Resistance in punjab is over
1 resistor in jaipur is quelled.

turn 1 770AD: Byzantium: courthouse -> Barracks
First Brigade attacks Hyderabad and wins, he is reduced to 2hp but kills a spear
fortify troops in jaipur until resistance is over (an elite legion and a vet which needs to heal)
Carthage: Spear -> Courthouse
Disperse a barb camp near Gem City.
Let the Goto orders complete.
Fortify one legion in Punjab and move rest onward.
ditto in Bengal, at least till the indian forces nearby are gone.
Vet TF2 legion kills an indian archer and captures a settler(2 slave workers :)).
Continue moving legions Northward to deliver our fury to our opponents.



turn 2 780AD: Chittagong, one resistor quelled
Jaipur, 1 resistor quelled. entertainer hired to keep people from rioting.
Vet legion kills barb on home continent.
Palace Expansion. (steps built)
Wounded elite legion attacks and kills indian warrior on mountain.
Wounded elite legion attacks spear in hyderabad and redlines it but is killed. spear promotes.
Vet legion attacks same soear in hyderabad and wins destroying the city and capturing 4 workers(mmmmm...............slaves).
Indus is destroyed by vet TF2 legion after killing vet spear.

The southern tip of the opposing continent is ours :)

worker completes road to ivory in cesaerea, town switched to temple to make use of this.

turn 3 790AD: Rome completes Pyramids -> legion.
Indians Build the great library, wont help them now though.
Mongols begin the hanging gardens and lighthouse.
6 legions loaded into galleys and instructed to sail for mongol lands.
Veii: Legion -> Legion.
Few worker moves and gotos.
Jaipur resistanc ends.

turn 4 800AD: I spy a mongol archer moving towards the indian core, so as long as they are distracted, they should be easy prey(i hope).
Entertainer for Bengal.
Lots of gotos and worker moves.


turn 5 810AD: Indian Archer attacks ta - tu and loses, redlining the legion on guard duty.
Byzantium: Barracks -> Legionary.
Indians start the Great Lighthouse
Sandrocks Jungle Town makes a spear.
One of our iron scources is depleted but another appears to replace it.
I couldnt quite see where, my computer has been upgraded recently and its all happening so fast.
More worker moves and gotos.

turn 6 820AD: Thebes -> Spearman.
Antium: Temple -> Legionary.
Leptis magna and Rome Build legions, ordered to repeat orders.
Barb warrior kills redlined elite legion!!
That barb is instantly killed.
Ivory Altar founded near the ivory north of ceasarea.
Worker moves and Gotos

turn 7 830AD: Thebes: Spearman -> Barracks
Veii: Legion -> Legion
Barb camp killed near Jaipur.
Elite legion attacks kirachi and loses :(
CeaserAugusta builds spearman.

several swordsmen appear from indian territory, they are either after us or the mongols, im not sure which yet though. Hopefully they are after the mongols so that they will be weaker by the time we get there.

turn 8 840AD: Theveste: legion -> Courthouse

Our galleys are nearly in the mongol lands. Wont be long now.

Workers and gotos

turn 9 850AD: Unload 2 legions near the mongol borders so our galley can attack a mongol galley. Victory is ours once again as the mongol galley sinks.
Jerusalem: Legion -> Legion
Memphis: Legion -> Legion
Rome: Legion -> Legion
Barb warrior killed by one of our spears. who i moved to defend a worker.

turn 10 860AD: The indians capture the mongol capital!! They have a fair amount of swordsman left so this could become a two horse race soon if the indians cant be stopped.

Elite Julian the Apostalate kills a spear guarding kirachi.
Our troops are arriving on the mongol shores.
Move spear onto mountain to distract barbs.

turn 11 870AD: About 5 cities build legions, will continue building them to support the war.
Hippo builds a harbour, switched to temple.
Rush Galley in Veii to speed troop transport.
Barb warrior attacks spear on mountain and dies.
Wounded Vet legion attacks spear in kirachi and wins, kirachi is ours with one resistor. Renamed to SolarKnight's Altar as a memorial to the leader of the

forces that conquered them, may he be worshipped for all eternity.

We also acquire 2 slaves in the capture of kirachi. :hammer:

The assault on the mongol core begins in Hovd which falls after attacks from two veteran legions (one of which is ceaser).
Both legions win and ceaser becomes elite!
Our legions approach UlaanBataar.

turn 12 880AD: Russicade and Oea build spearmen, set to courthouses
UlaanBataar is attacked twice by our legions, one loses, the other wins.
Rome: Legion -> Legion
lots of gotos and worker moves.

turn 13 890AD: India Completes the hanging gardens
Barb warrior dies attacking one of our warriors
UlaanBataar falls after attacks from our legions.

turn 14 900 AD: Syracuse: legion -> legion.
Nicomedia: Warrior -> Worker

Looks like there could be a huge battle soon between us and the indians, the Mongols have 2 cities left and will not last much longer as far as i can see,

Ghandi is in the middle ages, Both sides have Literature and currency, while literature is useless, currency will propel us into the middle ages. My thoughts would be to eliminate the new mongol capital and then sue them for peace and watch as the indians pound them into oblivion, then move on india. We would then be in the middle ages and closer to more powerful units in case the indians pull feudalism out of their hats and show off their new pikemen. Thats my idea anyway, if i can pull that off i will. but if the mongols die, we arent far from the middle ages anyway so it wont be a major loss.

Thebes: Barracks -> Legion
Entertainment for Memphis
Pisae: Temple-> Aqueduct
Ravenna: Temple -> courthouse
Virconium: Legion -> Legion
1 resistor quelled in UlaanBataar

turn 15 910AD: After seeing india rampage throught the mongol capital, i sue the mongols for peace, they are toast anyway, i doubt if they will be there next turn.
Indian Swordsman are lining up in front of our legions, looks like this will get messy.
SmellinCoffee's Tomb builds spear, set to temple.

After losing a vet legion to a vet sword i think i will go defence for a while on this battle, use the legions defence value (hopefully) to our advantage.

Veii: Spear -> Legion
Rome: Legion -> Legion

India has Feudalism, be on the lookout for pikes and MDIs in future guys.
barb horseman pillages improvements near Memphis.
we kill an indian spear with a vet legion.
we unload two legions behind the indian stack.
we lose another legion.
elite legion kills elite sword.

Antium: Legion -> Library
Byzantium: Legion -> Library (We arent going to need too many more legions i dont think, we have many ready to be shipped over still.)
Cassius, an elite legion and julian the Apostalate attack the indian stack and kill two vet spears, only one elite sword, one vet sword and two settlers left in it.
After three more battles with vet legions, the stack is defeated, vet legion lost to vet spear, vet legion killed elite (3/5) legion and vet legion killed vet sword

(promotes to elite).
Our prize, 4 slaves.

After losing one more legion, we finish off the remaining indian units around Kazan and kill one defender.

Barb horse is slayed.

turn 16 920AD: We lose one vet legion and one elite legion taking Kazan and capture 3 slaves.
The indians are starting to make MDIs so this could be bad.
Advance towards the indian core.
Rush spears in cities close to the front to make sure i slow down the counter attack from india if it comes or if all goes pear - shaped

turn 17 930AD: See a brave mongol archer kill an indian spear and capture a settler then die to the pike guarding the former mongol capital.
Kill a Indian MDI with a vet legion.
Havent been paying much attention to the mainland cities as im trying to focus on making a dent on india.
Rome: Legion -> Library.
MandalGovi: Spear -> Harbour
Jerusalem: Legion -> Library.
We capture the former mongol capital and we now control the oracle :) (we lost two legions in the process, damn pikemen). we also gain two slaves.

Redeclare on the mongols. I think they have had enough time to watch the splendour of our forces so its time for them to say goodbye.

turn 18 940AD: The Mongols are history!! we did lose cassius in the process but they are no more :) :hammer:


turn 19 950AD: Mostly troop movements

turn 20 960AD: The Mongols are history!! we did lose a legion in the process but they are no more :) :hammer:

Not sure if i saved the right turn as i think i got so carried away with the troop movements that i neglected the year counter, may be 970 AD by mistake, if it is i've done

nothing to the turn.

Mostly i ignored the production on our mainland towards the end, it was mainly legions temples and libraries.
I also didnt write down the worker moves at that point or i would have been there all night, the turns were taking so long with the goto orders, that i just gave up in the end :(

Hope the next player has fun laying waste to india.

Good Luck

SolarKnight

Smellincoffee
Feb 03, 2004, 03:40 PM
Sweet, a picture? :)

SolarKnight
Feb 03, 2004, 04:26 PM
All that remains of India :hammer: :)

http://www.civfanatics.net/uploads6/All_that_Remains_of_India.JPG

Smellincoffee
Feb 03, 2004, 05:34 PM
Have fun on your turns. :D Depending on how many viable troops we have left, it's quite possible that I'll be able to finish the entire game once you get done with yours. :)

Whoever knows, though, make a save the turn before you win so all three of us can see the endgame results. :)

SolarKnight
Feb 03, 2004, 07:05 PM
I had great fun tearing mongolia apart.

I doubt it will make it back to me, there should be more than enough legions either on the boats or on the way to india to take them out, i spent long enough watching them on their way.

Have fun.

SolarKnight

Sandrock LQ
Feb 03, 2004, 11:01 PM
Looks like I'm up. Guess I'll get to finish what I start.

Smellincoffee
Feb 05, 2004, 09:45 AM
Either that or I will. :D Good luck!

Sandrock LQ
Feb 05, 2004, 01:42 PM
Thanks, I should be done by mid morning tomorrow.

SolarKnight
Feb 05, 2004, 01:56 PM
Good Luck Sandrock

Sandrock LQ
Feb 05, 2004, 08:57 PM
Wow, all this good luck wishing might make me so nervous I'll lose....

</kidding>

Sandrock LQ
Feb 06, 2004, 01:20 PM
Well this could have been better, but at least I've set up Smellincoffee for an easy win.

Before I begin, so I can avoid a book, there was unit and worker movement every turn. I'm also going to leave out what each city produced as it was either a galley, legionary, or archer.

970AD
Civil Disorder ends in a couple of cities.

980AD
Legionary is attaced by Meidevial Infantry(hereafter referred to as "MI") and we barely survive.

990AD
MI kills a Legionary.
Vet Legionary kills MI
Elite Legionary attacks Tabriz, dies.
Reg Legionary attacks Tabriz, dies.
Elite Legionary attacks Tabriz, dies.:mad:

1000AD
MI attacks Elite Legionary, we win.

1010AD
No combat.

1020AD
India tries peace, I refuse.

1030AD
One more time I go after Tabriz, this time with 15 Legionaries.
Elite Legionary kills Vet Pikeman
Vet Legionary dies to Pikeman
Vet Legionary kills regular Pikeman
Elite Legionary kills MI and Tabriz is ours!
Next stop Bombay.

1040AD
No combat

1050AD
Assualt on Bombay begins.
Legionary defeats Pikeman
Legionary defeats spearman
Bombay is ours along with 5 workers, and 4 resistors.
Next stop Delhi.

1060 AD
Troops Quell 2 resistors in Bombay.

1070AD
MI almost kills an Elite Legionary
Palace Improvement, yay.
Our troops approach Delhi.

1080
Another Palace Improvement, Yay.
Begin assualt on Delhi
Elite Legionary dies to Spearman:eek:
Reg Legionary kills Spearman, we get a worker and the Great Library(big whoop only 2 civs left)
Next Stop Madras!

1090AD
No combat

1100AD
Assualt Madras
Lewis meets his end, at the hands of a lowly spearman, not only that but Lewis fails to damage the Spearman, and Lewis was at full health and Elite:nuke:
Vet Legionary defeats Spearman
Elite Legionary defeats Spearman, Madras is ours, we get Colossus.
I turn attention to Calcutta.

1110AD
Bombay culture flips back to India:mad:

1120AD
Legionary kills stray Indian Warrior

1130AD
Assualt on Calcutta begins
Reg Legionary loses to Pikeman
Vet Legionary kills spearman, promotes to Elite
Elite Legionary dies to 1 HP Pikeman at full health:mad:
Reg Legionary kills Pikeman and we get Colossus

1140AD
Worker Captured

1150AD
Calcutta culture flips back to India:mad:
We take Lahore after losing 4 units.

1160AD
I retake Calcutta

My thoughts:

Well, the culture flips really sucked, but India is down to 3 cities. Moving our units around was the most difficult thing to do.

I suggest that we take out Bangalore next, then use the galley I hae placed between continent and island to take out Kolhapar. There are enough units at the top of the continent to take those 2 cities.

Bombay can be taken by the units that are coming up in the gallies along the west coast of the continient. 6 Legionaries should be enough to get back a culture flipped city.

The Save (http://www.civfanatics.net/uploads6/DGIT01-1160AD.zip)

Sorry, no pics because my brother removed the program I was using to capture them. Basically its the same as the last pick except we have all but the three previously mentioned cities.

Sandrock LQ
Feb 08, 2004, 10:08 PM
Not sure where everyone is, but Resistor dropped me a line and said he was out due to time constraints.

Smellincoffee
Feb 08, 2004, 11:15 PM
I'll finish it off tomorrow, hopefully. (It's midnight now. :lol: )

Sandrock LQ
Feb 09, 2004, 11:00 PM
Take your time. I'm too busy to worry about this right now anyways. Work is stressing me out bad. Look forward to reading your turns.

Smellincoffee
Feb 12, 2004, 03:19 PM
The Least You Need to Know:

We won.
http://www.civfanatics.net/uploads6/kranky_khan.jpg

Record:


I began by moving troops out of the (Indian) coastal cities and razing them. Our battles can be won without reinforcements. The legions are ready for a brawl and I'm more than willing to send however many of them that's required to their deaths.

No lengthy log. It consisted of troop movements. I only recorded the battles.

Took that island city in a peace treaty. Ghandi started the war again when he moved settlers into our territory and I demanded that he "git". Baaaad Ghandi.

Battle of Bombay:
Two elites faced off against two spears. Both elites won. City taken in 1210.


Battle of Bangalore:

One elite legion verses a pike. Legion wins.Three veterans went against three spears. All three won. City taken in 1220.

http://www.civfanatics.net/uploads6/dgt1_annoucement.jpg (http://www.civfanatics.net/uploads6/dgt_hurrah.zip)

-------

My thanks to the surviving members of DGT for a fun game, and thanks for letting me be the one who finished it off. :D If you want to download the last save so you can get your HOF entry, click the annoucement above. :)

Can't wait for the next one. :)


http://www.civfanatics.net/uploads6/cc_mighty.jpg

--------------

I guess I got all of the good fortune you missed, Sandrock. Of course, I was very liberal about razing cities due to all the flips you had.

To use the save, just hit enter, OK any build orders, and watch the replay. :)

SolarKnight
Feb 12, 2004, 04:01 PM
Congratulations SmellinCoffee. Great game guys, i really enjoyed it.

Sandrock LQ
Feb 12, 2004, 07:41 PM
Great job Smellincoffee!

If I had had an extra ten turns or so and had another culture flip, I would have started razing cities myself out of pure frustration. I'll give you my vote for MVP.:D

Also thanks go to you SolarKnight for seeing this game through to the end, and for some well played turns. In fact, everyone seemed to play well. The only bad turns seemed to involve the random number generator, grrr.:mad:

Honorable mention goes to Resistor and Constantine for the time they spent with our team. I wish them luck in the future, especially with trying to get some free time on their hands.:lol:

I will start a new recruitment thread later tonight. In that thread, we'll do the following:

1)Recruit new players:p
2)Discuss DGIT 01 somewhat, mostly in terms for setting up our next game
3)Discuss the settings for DGIT 02
4)Discuss where I'm going to put up the website which will document all of our games.

I'll post the link for the new thread here.

Smellincoffee
Feb 12, 2004, 08:00 PM
I saw a "Newbies succession game" in this forum; perhaps they could be convinced to join us, since it's the same type of deal?

I attempted to make a page a few weeks ago, mostly on a whim. It's pathetic, but.. :lol:

http://www.geocities.com/smellincoffee/dgt.html

Really lame. :lol:

Sandrock LQ
Feb 12, 2004, 11:54 PM
I'll post our new sign up thread in the newbies thread. And I kind of like the page. It's simple. I'd like to add more to it or supplement it. I was thinking about buying some web space, both for the DGIT website and for my own personal website. Here's the link to the signup thread, which will also be used to discuss the settings for our new game.

http://forums.civfanatics.com/showthread.php?s=&threadid=78589

SuperBeaverInc.
Feb 13, 2004, 10:16 AM
Congratulations guys. :goodjob: You did better than me on my first try at Warlord.

Sandrock LQ
Feb 13, 2004, 12:27 PM
Thanks, and great signature BTW.