View Full Version : Dh_01- Dark Empire
DeceasedHorse Jun 11, 2004, 03:02 PM DH_1: Dark Empire
http://www.civfanatics.net/uploads7/Evilabe.JPG
We are the God-Emperor Evil Abe of the American Empire. See Abe’s gotten a little fed up with always being the nice, honest ruler. The frustration over having such a crappy UU combined with the neutering of the Industrious trait under Conquests have made the Great Emancipator a little…unstable, and now he’s out to get revenge! MUWHAHAHAHAHAHAHAHAHAHAHHAHAHAA!!!!
Map Size: Large
Continents, 70% Water
Roaming Barbarians
Normal, Temperate, 4 Billion years
Opponents: Rome (Italy), Iroquois(Native Americans), England (self-explanatory), Japan (Imperial Japan) , Babylon (Iraq), France (Vichy France, Napoleon), Germany (Nazi Germany) , Korea (North Korea), Russia (Soviet Union), China (Communist China) , and Sumeria (Iran).
Civ: America
Difficulty: Emperor
Victory Conditions: Conquest and Domination ONLY
Conquests V 1.22
Variant Rules: We are EVIL! This means that we do not hesitate to extort, threaten, or outright attack other civilizations using any means that we command. Furthermore, our absolute EVIL makes us DEFIANT; that is we do not cave to any demands, no matter the circumstances. We do not hesitate to break the rules except in areas that the AI is not equipped to handle. Our reputation is irrelevant, but no ROP rapes or scout resource denial. False wars, False treaties, reneging on GPT deals, all are acceptable if the price is right. Since we are so EVIL, we can under no circumstances join slaves into our cities; keep them working forever! We are free to indulge in the slave trade, though, so selling workers is allowed. No representative government is permitted; that is we can never be a Democracy or a Republic. We may conquer our starting landmass without restraint; however we CANNOT invade other continents by any means until we can build our UU. We must use the F-15 exclusively; no bombers of any kind permitted. For that matter, once we can build F-15s, we can no longer build artillery of any kind. All our bombardment needs must be met by the navy or preferably by our glorious F-15 Eagles.
Rule Additions:
Made in the US of A: We don't need any inferior foreign products, but they make fine scrap metal (or wood in the case of trebs and catapults). Captured bombardment units should be scrapped as soon as convinient; the player has the freedom to move a captured unit to a city that needs a jump-start on production or saving one for awhile in order to avoid the doubled cost for rush-buying. This relies on the honesty of the player; use your best judgement.
Defiant (clarified): We must insist that other civilizations respect our borders; those who do not comply shall be destroyed!
-Sell RoP's or kick out interloping civs, as appropriate.
-We are free to sign MA's and Embargos, since we don't care about having to break one should it prove neccesary, since we are EVIL.
-Unlike traditionally-defined defiant variants, we are under no obligation to raze cities, with the exception being those that are culture-flipped. Those who dare to betray us to our enemies must be taught a lesson that they will never forget!
-When doing your turn-log, feel free to be creative and EVIL. This isn't a creative writing class or anything, but do feel free to be a bit over the top and creative if you have the time to do so.
For that matter, I would like, map permitting, if we could wait until researching the entire tech tree before beginning our invasion of other continents. I have not fought a full-scale postmodern war , and would love to see the nukes flying hard and fast before we finally reign victorious over the blasted wastelands of the Earth! This is more of a suggestion, however, since the feasibility of doing so will depend on what resources we have access to. Domination victory is enabled so the game does not drag out and everyone gets bored; I plan on continuing the reign of EVIL for as long as it is fun.
Players: Looking for 4 or so players with Emperor+ experience. 24/48 Got it/play rule, but flexible and open to negotiation
A Pretty Nice Lookin' start position:
http://www.civfanatics.net/uploads7/DarkEmpirestart.JPG
romeothemonk Jun 11, 2004, 04:02 PM Hey Man, Sign me up. This looks deliciously evil. Especially for a man who once reminded the courts who signs their paychecks and suspended the rights of Habeus Corpus during the civil war. I would love to be a part of the great American Evil Empire. (Are Jackboots supplied?) j/k
Anyway, I would love to play. I would also suggest the variant rule that captured goods are no good and must be destroyed (disbanded for profit). (Cats, Trebs, cannons, etc.) Abe would never settle for cheap foreign goods in his evil war machine.
romeothemonk Jun 11, 2004, 04:04 PM I recognize all of the opponents except the Sumerians. Are they stand ins for non-descript middle-eastern problems, e.g. Iran, Palestine, Yemen, etc. or just to make the game more challenging early on?
Codo Stejans Jun 11, 2004, 04:08 PM I'd like to sign up. Never played the Americans evily, or had the game go long enough to use the F15. I currently play on Emperor, win some, lose some, so it'll be a nice challenge.
Cuivienen Jun 11, 2004, 04:31 PM I'll sign up. Sounds like fun :hammer:
DeceasedHorse Jun 11, 2004, 04:40 PM Player List:
DeceasedHorse
Romeothemonk
Codo Stejans
Cuivienen
-open-
DeceasedHorse Jun 11, 2004, 04:49 PM Rules Addition:
Made in the US of A: We don't need any inferior foreign products, but they make fine scrap metal (or wood in the case of trebs and catapults). Captured bombardment units should be scrapped as soon as convinient; the player has the freedom to move a captured unit to a city that needs a jump-start on production or saving one for awhile in order to avoid the doubled cost for rush-buying.
Defiant (clarified): We must insist that other civilizations respect our borders; those who do not comply shall be destroyed!
-Sell RoP's or kick out interloping civs, as appropriate.
-We are free to sign MA's and Embargos, since we don't care about having to break one should it prove neccesary since we are EVIL.
-Turn Structure: 25/15/10 on. If we get bogged down in modern warfare, which we hopefully will :lol: , going to five turns is a possibility.
barbslinger Jun 11, 2004, 05:51 PM I only see one potential problem. If you can't invade until Rocketry you may shave it close trying to knock off an inland spaceship build especially if they are a few techs ahead.
DeceasedHorse Jun 11, 2004, 06:06 PM Spaceship victory is disabled for that reason. While I was hesitant to remove that risk/challeng from the game, I wanted the focus to be on modern warfare on a massive scale, not playing whack-the-capital with the AI to keep them from launching.
romeothemonk Jun 11, 2004, 06:24 PM A quick note. Before building the First city set research to CB so we don't pull it from the hut. Then we switch to the Philo gambit. It is very easy to do as the Americans and an early level three tech for free is awesome. Especially with Astute trading we can make it Monarchy for free. I highly suggest that everyone reads Isions American Guide in the War Academy before playing turns.
DeceasedHorse Jun 11, 2004, 07:04 PM Romeo: Good think I that's what I did, not that it mattered too much...
Preturn: Set Research to Ceremonial Burial to maximize the chances of getting good tech from the hut. Move the Settler NW one tile so we can start working the cow immediately. We get Bronze Working from the hut. Explorer heads east. Found Minas Morgul , start on scout. Set science to 90%, ceremonial burial due in 27.
3900: Worker starts irrigating the cow. The Scout pops a hut, giving us 25 gold. Our eastern lands appear to border on the ocean, and the scout spots desert to the south. He’ll head on west now.
3800: Minas Morgul builds scout, starts another. I’m gambling a bit and hoping that Expansionist pays off big for us!
3650: The scout discovers that our northeast is also ocean; we appear to be on peninsula of some sorts ( I hope; we better not have drawn an island start)
3550: Minas Morgul grows to size two, starts on Warrior. Second scout spots another cow to the northwest.
3450: Scouts spot two goody huts, as well as both near volcanoes.
3400: Minas Morgul builds warrior, starts on Granary. Mined bonus grass means that it will finish in 12 @ current size. Pop one hut-warrior. Pop the second-very useless maps. GRRR.
3300: Spot more hospitable lands beyond the borders of the volcano range, including a river and a goody hut. Pop the hut-25 gold.
3200: Minas Morgul reaches size 3, Granary in six.
3150: Bismarck shows up when one of our scouts uncovers a German spear. Trade Masonry and 54 gold (entire treasury) for Ceremonial Burial and Warrior Code. Start min. run on alphabet.
3000: A Russian scout runs out of the fog and steals a goody hut our own scout was one turn from reaching. Damn ruskies. Diplo check reveals that she has no tech on us and still has only her starting 10 gold; she probably got maps from the hut then. Volcanoe range begins to periodically erupt.
2900: Minas Morgul builds Granary, starts on Settler, due in 5, probably less after the city grows in 2 turns. Conscript warrior is now available for MP, lux tax to zero.
2850: Spot 2 Russian Spears and a warrior fortified next to a good hut. Odd. http://www.civfanatics.net/uploads7/wierd_Russians.JPG Pop it, get <sigh> 25 gold. Where are all the settlers!?
2800: Minas Morgul reaches size 4, lux to 10%, settler due in two.
2750: Pop a goody hut far to the west and:
http://www.civfanatics.net/uploads7/New_York.JPG
We get New York, and , incidentally, contact with Babylon. Well, that’s a pretty terrible location for a second city…
Hammi is down Masonry and Pottery.
Summary: A rather intresting start. Our little pennisula has room for a few good cities, but after that we will have to hack our way through the jungle hell to our west and as well as deal with all those volcanoes. Still, I find it somehow appropriate for the theme of this game to draw a start like this. Unless we go commi (likely) and even then we will probably want to relocated the capital at some point. I'd use New York to pump scouts and MP warriors for awhile, and then disband it should it become undefensible.
And so the reign of terror begins <maniacal laughter>
http://www.civfanatics.net/uploads7/darkempire2750.JPG
The EVIL save (http://www.civfanatics.net/uploads7/DarkEmpire2750.SAV)
DeceasedHorse Jun 11, 2004, 07:06 PM Deceased Horse-Beaned by the pitcher
RomeotheMonk-In the batter's box (up)
Cudo Stejans-In the on-deck circle (on deck)
Cuivienen-warming up
romeothemonk Jun 11, 2004, 09:54 PM How fitting a Roster lineup. Blew out bicep playing ball yesterday. Hopes to draw an IBB. Or something similar. Got it. Going for 15. Will use NY to make scouts and workers, Minas For Settlers.
6thGenTexan Jun 12, 2004, 03:15 PM If you still want one more, I'm in.
About New York.....I would not totally relegate it to workers or scouts. How many mre scouts will we need? How long will it take for the new workers get to the capital to help out? Build warriors until it is large enough for a settler and then barracks. We can put a nice little group on 3 or 4 cities over there. All they would need is a barrack, walls and a few spears/archers.
I think it would fit the Evilness to grow a colony on the other side of the continent. America took the NW from England, the SW from Spain/Mexico, regained controll of the Panama Canal for nearly 80 years, maintained large military bases in Japan and Germany and have yet to provide Puerto Rico with independence. This varient should require the development of this land. We do not want to be kind and let every on else settle along that river.
romeothemonk Jun 12, 2004, 04:22 PM Starring Orsen Wells, and Romeothemonk. Well we don't have a hollywood in our empire yet, but it probably will come. :p
IHT: Change preferences. Crank up the Science Rate. Rename New York to New Yuck. :mischief:
IBT: No IBT's were interesting so they will be skipped in the references.
Turn 1: Minus Morgul settler to Rax.
Turn 5: Found Los Alamos. (It is a very evil place, especially if you are an engineer/materials science guy researching nanoparticulates. :crazyeye: ) Los Alamos starts warrior, atom bombs to come in 4000 years.
Turn 6: Hook up incense, drop lux rate to 0%.
Turn 7: Find Iro underneath the Germans. He is up alphabet and down WC and Masonry but will not trade.
Turn 8: Minas Murgul rax to worker.
Turn 10: MM worker to spear. Los Alamos warrior to granary. Barbarians are behind us, will backfill in a couple of hundred years. For now, Forward fill to the russians, and then make Ronnie proud.
Turn 11: New Yuck warrior to worker (Next player might want to change this)
Turn 13: Hook up Los Alamos with Road.
Turn 14: find Rome North of Russians. Get 85 gold and Alphabet for Masonry.
Turn 15: Conscript warrior is at proposed new city site.
Notes:
MM has a settler due in 2. City names must be evil, at least to you. Expand forward to fill like mad, I suggest almost a farmer type gambit. We appear to be on a Pangea, but the really poor terrain is hampering our scouts tremendously. Writing is due in 30+ turns, but we could easily take the spending to 100% science as we have a nice bank account.
DeceasedHorse Jun 12, 2004, 10:07 PM Excellent <evil cackle>
Game was set to Continents, but we all know how squirrly the random map generator can be.
Deceased Horse-In the dugout
Romeothemonk-Just batted
Cudo Stejans-At bat
Cuivienen-taking practice swings
6th Gen Texan-Just joined the team
Codo Stejans Jun 13, 2004, 06:21 PM sorry for the delay.. Got it.. will play tonight and post results
Codo Stejans Jun 13, 2004, 07:31 PM Looking at our neighbors, I see the Russians dont have Alphabet, but everyone else does. So, I ship Catherine Alphabet and 8 gold for the Wheel.. Lets see where the horsies are. There are horses close to where the next settler is headed. Good land there except for the volcano.. There be spices up there too..
Hit Enter
IBT: Romans ask us to leave. I tell them they'll regret their rudeness one day, but not today.
Turn 1 - 2110BC
Minas Morgal: settler -> settler
Scouts scout, workers work.
I see the barbarians moving towards Los Alamos, so I switch it to a spearman due in 1.
IBT: Just as I thought, barbarians continue to move towards Los Alamos
Babylonians are building the pyramids
Turn 2 - 2070BC
Los Alamos: spearman -> warrior I need to protect the workers.
IBT: Barbarians at the gates of Los Alamos
Turn 3 - 2030BC
Our warrior in Los Alamos runs over the barbarians, promoting to veteran. Looks like there is another one coming. I switch Los Almos to barracks. We can hold Los Alamos with a spear and our veteran warrior
IBT - Babylon doesn't like our scouts in his territory.. we leave for now
Turn 4 - 1990BC
glance at our neighbers:
Babylon - up IW, Myst, and HR
Germany - up IW, Myst and HR
Russians - on par
Romans - up IW, lack CB and the Wheel
Iroqouis - up Myst
Romans get CB and the Wheel for IW
We have iron near Minas Morgal and where our next city will be founded in a couple turns. Wow we also have iron near Los Alamos!
IBT - Barbarians are back at Los Alamos
Turn 5: 1950BC
Minas Morgal: settler -> spearman
New Yuck - Worker -> barracks (might change)
Our warrior dispatches the barbarians near Los Alamos
I'm not too sure where the next settler should go. I know it will be near the horses. Moving him towards new city for next player to decide. Writing is still due in 39 at -2. Our money will pickup a bit after our settlers found cities.
IBT - barbarians on the move again
Turn 6: 1910BC
Scouting and working
IBT - nothing
Turn 7: 1870 BC
build Fangorn where the warrior was waiting. Start on a worker, we have pollution from the volcano to clear up, not to mention the miles of forest. I also start moving the workers down from Los Alamos to hookup the iron near Minas Morgul.
Everyone up HR and Myst, except the romans who are just up myst
IBT
Iroqouis start the pyramids
Turn 8: 1830BC
scouting. moving settler to area where horses are, but he won't be there till next player, who can decide exactly where. Money is better so I up science to 90%. Writing in 23 at -2gpt
IBT Germans build munich near our horses. They won't get the horses till expansion, so an aggressive settlement is probably in order.
Turn 9: 1790BC
Minas Morgul: spearman->spearman. We will need the MP when the city grows. sending new spearman to protect settler when it builds a city. Nothing new on the diplomatic front. Up science to 100%, writing in 20 at -2gpt.
IBT - Germans have the audacity to demand 23 gold. Our outlying settlements are truly outlying. But we don't cave to anyone! Germans declare war.
Turn 10: 1750BC
Workers begin roading the iron
Move settler closer to Fangorn for protection.
I switch fangorn to warrior since it's right on the front lines. Next player can change. Spearman from Minas Morgul is still a few turns out.
Codo Stejans Jun 13, 2004, 07:32 PM never tried to attach an image.. so here goes..
Cuivienen Jun 13, 2004, 08:20 PM Got it. Will play tomorrow.
DeceasedHorse Jun 14, 2004, 01:49 PM Roster:
DH: Hitting head against the wall, cursing at the lakers
Romeo: Icing the arm
Codo Stejans-Just played
Cuivienen-Now playing in a theatre near you
6th Gen Texan-on deck
DeceasedHorse Jun 16, 2004, 12:50 PM PM sent to Cuivienen.
6th Gen, unless C. responds, you are now up.
6thGenTexan Jun 16, 2004, 03:30 PM I will not be able to play until Thursday night so Cuivienen has one more day.
6gntxn
Cuivienen Jun 16, 2004, 05:32 PM Sorry about that...
IT -- Not much...
1725 BC --
Nothing shows up from Germany. Our Settler retreats into Fangorn.
1700 BC --
Minas Morgul: Spearman --> Spearman
Los Alamos: Barracks --> Spearman
New Yuck switched to a Warrior for defense in case Germany comes calling.
1675 BC --
Iron connected. Change Minas and Alamos to Swords. Two German Archers appear near New Yuck :(
1650 BC --
Fangorn: Warrior --> Barracks
I abandon New Yuck to prevent Germany from capturing the city next turn (it's too far away to recapture for a long time). Our Warrior and Worker migrate back towards the homeland.
1625 BC --
Minas: Sword --> Sword
1600 BC --
Dol Guldur founded beyond Fangorn.
1575 BC --
The Babylonians have the audacity to demand 21 gold of the Empire! We are AT WAR with Babylon as well as Germany.
Our Scout near Babylon pops a hut -- Warrior :/
1550 BC & 1525 BC --
The Babylonians have approached Dol Guldur with a Warrior and Spear; we have a Warrior and Spear defending.
1500 BC --
Minas: Sword --> Sword
Alamos: Sword --> Sword
>>SAVE<< (http://www.civfanatics.net/uploads7/DarkEmpire1500_BC.SAV)
DeceasedHorse Jun 17, 2004, 02:09 AM No problems, C-man. Just let us know what's up, the 24/48 rule will be loosely enforced.
Texan, you are now up (for real this time)
6thGenTexan Jun 17, 2004, 11:12 AM I've got it.
Rubberjello Jun 17, 2004, 11:20 AM Another factor you guys might want to add in to your "Dark and Dirty Americans" variant rules to add more flavor is (if you even make it to the industrial age), is pollute as much as possible! You must build coal plants as your only "plant"-type builds, (and maybe Nuclear plants later). You must never build Mass-Transit or Recycling plants. American Industry must not cave to the Kyoto accords! :rolleyes: :mischief:
DeceasedHorse Jun 17, 2004, 05:43 PM It has been brought to my attention that Cuivienen should perhaps be referred to as C-woman. Sorry about that.
RJ: I dunno, pollution in civ is just a pain to deal with and has no real impact on the enviorment long term; I'll think about it though. Coal plants will be kind of pointless anyway since we'll be doing our best to build Hoover's. We should definitely build atomic reactors though, and do our best to chop down all the forests (especially Fangorn!).
6thGenTexan Jun 18, 2004, 09:16 PM 1500BC-0 Change Minas Morgul to a settler....we do not need to stop growing. Sword and Warror in Los Alamos heads to Fangorn. Spear by Munich heads to Dol Guldur. Dol G switched to walls. Scout recruits a warrior near the Babylonian town of Ellipi.
IBT Lose our scout in Russia to a Bab spear. Lose a conscrpt near Ellipi.
1450BC-1 Warrior returninfg from New Yuck kills a German Archer (-1hp).
IBT New Yucker kills 2 warriors and is now a 3hp elite.
1425BC-2 Writing is know by two at least 2 others so we get 12g this turn for researching it in one more turn.
IBT Lose the other conscript near Ellipi. Scout is still running. Colossus built in London.
1400BC-3 Minas Morgul settler-->temple. I want the happiness if we want to go for the Great Library. Scout pillages in Babylon. Settler heads 3 south of MM. Trade Rome Writing for Mysticism and 70g. HBR is the other option but we do not have horses.
1375BC-4 Los Alamos sword-->worker Whip Fangorn for the barrack.
IBT Hiawatha thinks he needs 24g. He is wrong and will sacrifice his people on our swords and spears. Pillaging scout is caught.
1350BC-5 Fangorn barrack -->sword Move swords and warriors on Munich.
1325BC-6 Los Alamos worker-->swordman Kill a barb near Los Alamos. Swordman defeats a German archer (-2hp). Second sword defeats a second archer (4hp). Andersonville founded South on Minas Morgul to hold our "prisoners of war". It starts a barrack.
IBT 2hp sword promotes to elite while killing 4 archers.
1300BC-7 Germany will now pay us his 34g for peace. Two turns ago he still wanted 60g.
IBT Barbs take 18g from Andersonville.
1275BC-8 Preparing to attack Munich.
1250BC-9 Chasing a Bab spear to our iron.
IBT Now Cathrine wants some of what Germany is facing. Shje will regret asking for 22g. In other words, we are at war with every one but Rome.
1225BC-10 Minas Morgul temple-->Great Library Prebuild Finally catch teh Barb spear on a plain and remove him.
Attack on Munich:
V-sword v R-spear 1-4 promoting spear
3E-sword v R-spear 3-0
E-warrior v 3V-spear 1-5
V-sowrd v 2E-spear WIN destroying Munich taking 3g.
Germany will now give us Mathematics and 43g for peace. Frankfurt is doubtful. We can trade Math for HBR from Rome. I'll leave this to the next leader.
Babylon wants Dol Guldur for peace. They have 3 warriors and a spear converging on the town. It has 2 vet spears protecting it on a hill and behind a river. There is a Rwarrior, 3Esword and a Vsword leaving the ruins of Munich. Take the long route and stay on the Mountains. Once we remove theses Babylonians, they should talk peace.
Minas Morgul is working on a Great Library Prebuild.
Los Alamos will produce a sword and should build a settler next to clai, the horses.
Fangorn is working on a spear for defense on any new town.
Dol Guldur is working on walls and needs a barrack next. Whip the barrack.
Andersonville is working on a barrack. A warrior and a settler should follow.
The civ's we are at war with have a long way to walk to get to us. We need to expand now while we have the time. Let them die on the walls of Dol Guldur.
Here is the Save:
http://www.civfanatics.net/uploads7/DarkEmpire1225_BC.SAV
romeothemonk Jun 18, 2004, 10:40 PM Nice Set. I would lean towards taking the German peace and trading with Rome. I highly concur with the expand now while the AI sends warriors for us to train our troops on. Lets try to make it a priority to set off the Babylonian GA, just to make him irrelevant later.
DeceasedHorse Jun 19, 2004, 07:02 PM Crash ate my turn log :mad: :mad: :mad:
Summary: Made peace with Bismark. He gave us 43 gold and Mystacism. Traded Myst to Caesar for 20 gold and Horseback Riding. We got Philo first, pulling Constuction as our free tech and trading it to Caesar for map-making and Polytheism. Literature is due in 15, with sufficent cash reserves to support our defceit research secure. Minas Morgul is producing 14 spt w/zero growth. Iro warriors have pentrated our perimeter after I lost a sword attacking an Iro warrior in the open, on grassland. Sigh. They are almost certainly targeting our Iron. Our Elite swords in the mountains took damage while fighting the babylonians, but are now healed and on their way south. The Germans founded Nuremberg on the ruins of Munich. We need more cities; the settler intended to claim the horses is still holed up in Fangorn. Los Alamos will eventually grow large enough to build another settler, but is needed for sword production now.
The real save (http://www.civfanatics.net/uploads7/DARKEMPIRE975BC.SAV)
A couple of barbs taking a refreshing bath of molten lava:
http://www.civfanatics.net/uploads7/moltenbarbs.JPG
ROSTER:
Me-Just Played
Romeo the Monk-At bat
Codo Stevans-On Deck
Cuivienen-in the hole
6th Gen-On base
Edit\\Fixed link
romeothemonk Jun 20, 2004, 09:22 AM Got It. Will try to play tonight.
romeothemonk Jun 20, 2004, 05:41 PM A note on the turns you just played DH. When given the choice between currency and construction always take currency. The AI highly values construction, and will get and trade it like crazy. A currency monopoly is usually worth 4 techs to me in trading. All in all though, a nice set. I will suggest that we go for the Mausalaum of Reagan rather than the Library of Congress, as we are doing fine in the Tech field, and we want to take the wonders, not build them.
6thgenTex, love the Andersonville name. You all should really check out the song andersonville by Vigilantes of Love.
Link is below for a preview.
http://www.mp3.com/albums/137741/summary.html
I have a tendancy to listen to such music while being evil.
romeothemonk Jun 20, 2004, 06:39 PM IHT: Nothing to do.
IBT: Iro Head to Fangorn.
Turn 1: Los Alamos Sword to swrod. Andersonville rax to worker. Sword whacks iro warrior. Upgrade a warrior.
IBT: London builds the Oracle. Japanese build Zues. Iro send four units to Fangorn.
Turn 2: kill 2 Iros, no losses. Move to settle the horses.
IBT: Iro bring up more stuff.
Turn 3: Fangorn spear to spear, whack three iro, no losses.
IBT: Russians advance.
turn 4: Heal and move
IBT: Babs and Rus advance.
Turn 5: Andersonville worker to spear. Kill last Iro by fangorn, no losses.
IBT: Iro bring up spears now.
Turn 6: Los Alamos Sword to Sword. Found Mother-in-lawville near horses.
IBT: Russians have 7 units in view.
Turn 7: Kill Iro spear, barb horse threatens andersonville, no defenders availible.
IBT: Andersonville ransacked for 11 gold. Bablyon builds TOA, Iro build GW.
Turn 8: We get the Masaulaum of Reagan. (Would have got it anyway :) ) Kill a russian warrior.
IBT: more russians advance.
Turn 9: Kill another russian.
IBT: Babs and IRo show up.
Turn 10: Reposition troops to face incoming. All opponents want us to pay for peace, and I have refused peace. We can ignore the russians and concentrate on the Iro and the babs. We can trade philo for CoL from the Romans, but I have held off so we can trade for peace or try to get 2 techs for 1.
Enjoy some screen shot goodness.
6thGenTexan Jun 20, 2004, 06:55 PM I have to admit I got a chuckle reading the name of your town. Mine is arriving on Monday for the week.
It looks like we are doing a good job holding everyone west of Fangorn. We cannot neglect to settle behind us now. That will also remove the barb threat.
6gntxn
romeothemonk Jun 21, 2004, 11:02 AM After MM completes it's sword, I would have it spit out a settler or 5 to back fill.
I lost only 1 spear, (to a barb no less) otherwise we suffered no casualties.
My pride suffered slightly with the Mother-in-lawville as I am not married yet, but the planning session this past weekend for the big day definitely earned the town name.
Codo Stejans Jun 21, 2004, 11:12 AM I got it. Will play tonight. Any other comments besides building some settlers and backfilling?
romeothemonk Jun 21, 2004, 11:43 AM Just that the Russians really are dancing around warriors and spears in our mountains to the North and should be ignored until they near the iron. Concentrate on the Babs and the Iro, and try to get us some horses. With this continent, the Horse upgrade path will be some much better than the Swrod upgrade path, especially since everyone is throwing warriors at us.
I didn't check lux tax, I don't think we have one, but I know we don't need one now. I put the conscript warriors back in MM for MP, and was trying to upgarde the rest.
6thGenTexan Jun 21, 2004, 02:36 PM @Codo If you can keep a unit sitting on our connectd iron, they AI may stop wandering around and try to attack a city. Keep to the high ground.
@Romeo Congrats.
Codo Stejans Jun 22, 2004, 11:03 AM Had to work till almost 11. Didn't quite finish. If it's ok, I'll wrap up as soon as I get home this evening.
Sorry for the delay.
DeceasedHorse Jun 22, 2004, 06:46 PM No problem
RE Currency v. Construction: You learn something new all the time, I guess. I just picked the most expensive tech, since I usually pull code of laws and start on Republic immediatly when I run the Philosophy gambit.
Codo Stejans Jun 23, 2004, 01:53 AM Inherited 730BC -
Literature in 4
Everything looks ok.
We need workers for sure, and more military... hmm
(1) 710BC
Los Alamos: sword->settler
Fangorn: spear->spear
Minas Morgul ->sword ->settler
The three Iroq that showed up near mother-in-lawville really trouble me. There is one spearman defending. There is no one near to help defend. If the city is captured it will be destroyed. We also have a stack of three babs northwest of Fangorn. They can be dealt with. The russians are moving around our troops and not engaging, so I'm not concerned about them. But the Iroquois are troubling. I don't want to waste a settler resettling mother-in-lawville, and besides, what would the wife say when we lost her moms city??
Go hit up the Iro for peace. They don't CoL, and asking around, we'd barely break even trading for CoL.
Decision time: Cancel peace talks with Iro
Reposition troops, and pull swords closer to MiLV to deal with any iroq warriors who survive.
Because of all the troops on our borders, I switch MM to one more sword.. We're gonna need it. If we lose MILV, I'll switch back to a settler in time.
Cross my fingers, and hit enter.
IBT
Our spearman in MILV promotes to elite defending against 2 of the 3 warrior attacks. The third loses his nerve and fortifies. Another warrior appears.
Russians attack a wounded swordsman I accidently left exposed. It kills the first russian warrior, but then falls to an archer :smoke:
Barbarians appears next to Andersonville
(2) 690BC
AndersonVille: Spearman->Spearman - Just in time to stop the barbarian horseman from ransacking.
Kill the spineless Iroquios warrior. Also kill the Russian archer that defeated our brave breatheren.
The babs have been moving a stack towards Fangorn, and I positioned our forces to repel them once they came down out of the mountains. The battle for Fangorn forest approaches.
I leave Minas Morgul on a swordsman. I think we're ok, but having another sword in two turns will make me feel better. Especially since the southern barbarians are acting frisky.
Science still at 100%. Lit in 2, -6gpt with 30 in the bank.
IBT
The battle of Fangorn forest raged for twenty years. In the end, the Babylonian forces lay decimated at the foot of Fang mountain. Out of the three divisions that attacked Fangorn, only 1 managed to escape back to the mountain. Unfortunately for them, a troop of Fangorn swordsmen are waiting for them
(3) 670BC
Two barbarian horsemen are approaching Minas Morgul. A troop of swordsmen will arrive next turn, but one of the horses will reach the city walls. We have a warrior defending.
We chase down and destroy the remaining Babylonian warrior on Fang mountain. We see an approaching unit of spearmen, and we cover the Western Fangorn Forest floor with their bodies. One remaining unit of Bowmen are all that remain in our forests.
The Russians are still playing tiddlywinks along our north eastern borders. They haven't entered our territory and haven't made a specific move towards any city. So we leave an extra swordsmen in Fangorn, and one is due in three turns at Los Alamos, will be plenty of time if that's where the RUssians decide to go.
Science to 60%, Lit in 1 at +5gpt
None of our opponents will consider straight peace. The Germans and Romans haven't learned anything. The Iroquois have currency, everyone else is only up CoL and we have a monopoly on philosophy. In a turn or two, after getting Lit, we will be in a good trading position, if the others AI learn something new, and I don't think their all researching Lit.
IBT
We chased a Babalyonian spearmen into a part of the Western Fangorn Mountain controlled by the Germans. Bizmark is furious with us, we withdraw our troops, but his unreasonableness with our slight tresspass in our efforts to defend ourselves will not be forgotten. (or forgiven)
(4) 650BC
Minas Morgul: sword->spearmen
Literature comes in. Some elderly philosopher was executed when caught lecturing about the benefits of a representative government. His body was burned and his ashes scattered, lest his words be remembered.
We cannot research Monarchy with our bank account in anything less that 44 turns while breaking even. The best we could do is 39 turns at -18gpt which would bankrupt us. Research to 10%, +18gpt Monarchy in 50. Hopefully we can trade a bit soon.
The barbarians are trying to pass to the east of Minus Morgul. Our new swordsmen sends them back to wherever barbarian souls go. We ordered up a spearmen, because the settler is going to need an escort if he is heading south.
The Russians make a quick dash into our territory by Fangorn. (bad idea). We promote a swordsman to elite dispatching one of them. The other is on an un-roaded part of the forest, and we will wait to dispatch him with a newly arrived elite swordsmen
Tech situation hasn't changed. Iro up Currency, but won't give it up in peace talks for anything.
Everyone else is up CoL and we now have a monopoly on philosophy and Literature.
We really need to grow, but I'm glad I built that swordsmen. Barbarians weren't so pleased, but we aren't the evil barbarians today.
IBT
In the news today, a roman diplomat was found dead in Minas Morgul today. Speculation is that his heart was sent back to Ceasar as a reply to his demand for our understanding of Philosophy.
Late breaking news: The Roman Empire declared war on the the DarkEmpire. Prayers for the soon to be dead roman armies are being held in churches across the nation.
The barbarians destroyed our spice road! :mad: Our swordsmen will be handle them. We have a worker in Minus Morgul to repair the damage.
(5) 630BC
Our swordsmen redlines defeating the barbarian horse
The worker moves to fix the road
We begin roading the horses by MILV.
With the death of the last Russian Spearman, our territories are free of our enemies presence now. Time to build and prepare for our next push!
Our forces are staged between MILV and Minus Morgul. If the Romans come it will be from the north, so we will start to reinforce there with our veterans and allow our new recruits to seal up our northwestern borders.
Someone learned philosophy and traded it to everyone except the Germans, so I trade it to them for all their gold (30), and adjust research to 80%. Monarchy in 40 at -47gpt. We have 77.
Nobody but the Iro still have anything but CoL and we really don't need that tech right now. I keep our monopoly on Lit. The Russians must have learned it, because they have 200 gold and everyone else excep the Iroquois are broke. I probably sold it to the Germans way too cheap, but I'm always surprised at just how low the AI trades techs amongst themselves and I've ended up with nothing more times than not.
IBT
Our enemies are still licking their wounds.
(6) 610BC
Los Alamos: sword -> sword
Dol Guldur: barracks -> worker. Its not growing at size 2 and needs to clear the jungle to have any chance. In fact, we need a lot of work done to get our few cities productive. We are also way behind in number of cities.
I have to adjust science down a notch. This puts us at monarchy in 45 at 0gpt. I should have just left it off. I've wasted a few of the little coin we made from the Germans.. :smoke:
IBT
Iroquois show up with 2 archers near MILV.
(7) 590BC
We dispatch one, promoting our sword to elite. The Germans don't seem to have a problem letting the Iroqouis through their territory, and it's irritating. Game should have a diplomatic option of demanding they force other civs from their territory. We let the other one live for now. He'll either expose himself at the plains of MILV and be destroyed, or go around a German worker and be killed in Fangorn Forest.
Our horses are hooked up. I switch Los Alamos and Fangorn to horsemen.
Im thinking as soon as Nuremburg grows to size 2, its going to look tastey
I change my mind and use a swordsmen from MILV to dispatch the other archer. Moving back the fog shows an adjacent archer and an approaching swordsmen. We move a spear to defend the sword, into German territory... Lets see what they say about it.
The Iroquois now know CoL too.. but still won't give up currency. THey don't have Philosophy either, but we still can't get them to give up currency in the peace negotiations. Our monopoly on Literature is vice like.
IBT
Glad I moved the spear to protect as it dies gallantly defending the spearman. I think killing the archer with the sword would be vengeance indeed.. but what about the approaching sword??
(8) 570BC
Hm.. I guess I had Minus Morgul on a settler as it completes. No problem, I'll order up his escort now.
The babylonians appear with a galley near MILV.
IBT
The wounded Iroqouis archer retreats, the sword doesn't appear through the fog. The babylonian galley is gone too.
(9) 550BC
Andersonville: spear->spear. This little town is growing really small, and only has 3spt. I'd like to make a worker, but going back to size 1 will hurt. defense isn't going to be something we have too much of anytime soon.
We kill a Russian warrior in the mountains north east of Fangorn. I think he was a scout as there are no other troops visible.
Nothing new on the tech front.
IBT
Iroquois swordsmen appears near the Western Fangorn Forest. Our swordsman is waiting for him.
(10) 530 BC
spices are hooked back up.
sword moves to disperse the barbarian camp in the south.
Settler and escort are ready in Minus Morgul
Don't have time for a screenshot. Anyone notice bad days at work come in pairs?
romeothemonk Jun 23, 2004, 08:20 AM Nice set. Way to go on the Defense. I concur on a limited german war in 2-4 turns.
Codo Stejans Jun 23, 2004, 11:14 AM I'm starting to think we should build maybe 2 settlers in Minus Morgul. The map is filled out enough that it might be better to grow by conquest instead of internally. That way we can focus most of our energies on military and workers. Let our workers make our core productive while our armies expand our empire. With our propensity for war, and how small we are compared to the others, that it will be easier this way, than trying to play catch up with settlers.
DeceasedHorse Jun 24, 2004, 12:19 PM Excellent, my precious.<insane laugh> Muwhahahahaahhahahahahahhahaahaha
ROSTER:
DeceasedHorse
Romeothemonk
Codo Stejans-just played
Cuivienen-up
6th gen Texan-on deck
DeceasedHorse Jun 26, 2004, 01:15 PM Cuivienen? You there?
6th Gen, go ahead and take it unless C shows up pretty soon.
6thGenTexan Jun 27, 2004, 01:43 PM I see it. I'm in another and have some catching up to do. I'm looking at Monday to play so C has another day to jump in here.
6gntxn
Codo Stejans Jun 29, 2004, 11:03 AM ribbit
ribbit
ribbit
6thGenTexan Jun 29, 2004, 01:20 PM I've got a busy week and it is hard for we to get the game time in. I was holding out hope that C would be back. It looks like we can start The Gread Library and be done in less that 40. That is less than our min research on Monarchy. I'm planning to get a few building built/whipped while there is a lull in the attackers.
6thGenTexan Jul 02, 2004, 12:24 AM 530BC-1 Andersonville will pop another settler. Los Alamos to setter. Minas Morgul to Grat Library. What better way to me evil that steal the techs of others. Min research on Monarcy is 44 turns. GL is due in 37. Stop research. Dol Guldur to temple for expansion. Fangorn from horse to sword. I want the attack more than the speed. Move settler from MM north no build near the whale. Pulling idle troops from DG southwest to meet anyone coming. Upgrade last 2 warriors.
IBT Vet sword fortified in Jungle dies to reg sword on plain 1-4. Los Alomos settler-->sword. Massive Barbarian uprising near Andersonville. Rome drops off a warrior between LA and MM. Babs drop off a Bowman next to our iron.
510BC-2 Conscript sword kills Roman warrior(reg) and promotes. 8 barb horsemen will attack sooner or later. Find 8 more north of Dul Guldur. Kill a barb NW of Los Alamos. I'm sending a settler here. Whip barrack in MiL. Move troops to prevent 2 Iroquois archers and a spear from approaching our horses.
IBT Iroquois all turn to head north to the barbs.
490BC-3 MiL starts a temple. It will take a while to build anything anyway. Lose a reg sword killing the Bab Bowman.
470BC-4 Fangorn sword-->sword. Move troops to best prepare for barbs of Iroquois. Kill the reg sword with an elite 3-2. 3 archers and a spear are hiding in the area around Nuremberg.
IBT Watch German archers kill 4 barb horsemen. Kill 3 at MM but a fourth pillages our incense causing Los Alamos to riot.
450BC-5 THE J-O-B is founded north of Fangorn and west of Los Alamos. Barrack started. Manson Family founded NE of MM and starts a temple to pull in 2 whales.
IBT Kill an archer trying to attack MiL. Russians and Germans join a alliance against us. We are now officially playing AW. Another barb dies at the gates on MM.
430BC-6 Kill 2 archers and a sword.
IBT 4hp elite sword dies to archer 0-4. Do see the barbs kill one german archer. Andersonvilles growth causes a riot without the incense.
410BC-7 Prepare for the Iroquouis attacks.
IBT Kill 2 archers and a sword.
390BC-8 Fangorn spearman-->sword. Looking for easy targets, I get a german archer escorting a settler.
IBT Kill a russian archer at . We get the second story of our temple.
370BC-9 I lose a vet and an elite sword attacking a pillaging spear!
IBT Lose 34g to barbs in THE J-O-B.
350BC-10 Move poeple.
RECAP:
The Great Library is due in 26 turns. This will drop when we grow in 8.
Rome, Babylon and Tonawanda(Iroquois) are building the Hanging Gardens.
Babylon is in or has had their Golden Age. It started no later than 490BC.
We are making 24GPT and have 138 in the bank.
Adersonville will complete a settler next turn. He should go SE along the ridge to the coast or to the river delta west of Minas Morgul. Name this place after the stupid RNG.
I have 2 workers going to reconnect our incense. One worker is building a road to Manson Family and two more are working to connect THE J-O-B.
There are a lot of people around Dol Guldur but it seems safe for now. I kave 2 swords and a spear walking our slaves there.
Three Elite Swords in and around Mother-in-Lawsville can attack 2 reg swords(top fortified on plain) or 2 Bowmen(Vet and Reg in jungle.)
I have a sword heading to THE J-O-B. Another is sitting on our iron. Anderson should build a spear next to replace the sword on the iron.
Everyone is insulted to think of peace without Literature except for the Iroquois. They are only doubltful. The Germans will not talk.
The Iroquois and Babylon are in the Middle Ages.
The Game (http://www.civfanatics.net/uploads7/DARKEMPIRE350_BC.SAV)
romeothemonk Jul 02, 2004, 12:43 PM Nice Turns. I am away for this hallowed weekend. Nothing like celbrating the Birth of your country like blowing up a small portion of it. (Fireworks in Wyo).
DeceasedHorse Jul 04, 2004, 01:06 PM Save (http://www.civfanatics.net/uploads7/DARKEMPIRE150BC.SAV) I apologize for the delay-I finally got a summer job and haven't had the time to play. Furthermore, I will be out of town starting monday afternoon and returning on Friday-I may have some internet access but nothing reliable, so consider me autoskipped until I get back unless I post otherwise
PRETURN: The game has become pretty much an AWE at this point. The only enemy even remotely close to accepting proper peace terms (i.e. those that we dictate) are the Iroquois. Wake the Elite sword near Mother-in-lawsville and kill a regular iro sword, -3hp. Swap Dol Guldor to catapult, wasting one shield but getting us a bombardment unit. The city is stuck at size 2, making finish the temple via whipping impractical at this moment.
IBT: A trio of German Horseman penetrate deep into our territory, reaching the outskirts of Fangorn. Russian offensive units sighted in the mountains. Two Babylonian bowman attack Dol Guldor, and are repulsed by our Elite spearmen. Iroquois reinforcements approach in the form of two swords and one archers. 6 Babylonian Bowmen remain active in our territory.
Turn 1: Catapult fire from Dul Guldor wounds a German horsemen. Force two german horsemen to retreat; one regular one remains in attack position at Fangorn but it is a regular and it will have to cross the river and defeat a fortified vet spear, so I think we should be ok...Still, I have no choice but to whip the sword. Fangorn won't be very productive for awhile.
IBT: Lose a sword to Bab bowmen. Elite sword forces last healthy horse to retreat. Kill two other babylonian bowmen on defense. Germans start the Hanging Gardens. Russian units turn back and head home. Iroquois move into attack range of momsville.
Turn 2: Los Alamos riots. Luxury tax to 30% to keep our population working. I have to move the elite spear off the horses to reinforce momsville. 3/5 Sword kills regular Iro sword, -2hp. Regular sword guarding Iron awakened and sent to dispatch one of the retreated German horsemen, wins and promoted to veteran.
IBT: Momsville holds against the Iro attack. Multiple Roman warriors inbound. Babylonian Bowmen move through the mountains, presumably targeting Dol Goldor.
Turn 3: Kill a few enemy units. Our Elite sword and his slaves finally make it back to Fangorn, uh, jungle.
IBT: Roman warrior impales himself on a fortified sword defending the job.
4 Babylonian bowmen move into attack range of Dul Goldor.
Turn 4: Iroquios will pay 20 gold for peace. I accept. I forgot to note this, but everyone else is in the middle ages; if we lose out on the great library, we are soooo screwed. Incense (re?)connected, lux tax to zero.
IBT: Iros start the Great Lighthouse. Attacks on Dul Goldur repulsed. Iro settler pairs continue to advance into our territory.
Turn 5: Reinforce Dul Guldor. German Horsemen and archers are now swinging up north, so I send a couple of swords that way.
IBT: Babylonians lose 5 bowmen attack Dul Goldor, no casulties for us.
Turn 6: Found PRNG-Ville. It has a tobacco tile, a bonus grass, and will get a fish when its borders expand. Presumably due to the horrific casulties they sufferred in their futile attack on Dol Guldor, the Babylonians are close to peace.
IBT: The English complete the Great Lighthouse. Maybe they'll be along for a visit?
<RED ALERT>
Roman Legions sighted!
Two of the three Iro settlers re-target.
Turn 7: A few enemy units dispatched. Not to nitpick, but why does fangorn have an irrigated grassland under despotism?
IBT: With reinforcements one turn away, the job falls to a combined Romano-German offensive. The defending sword manages to kill an archer and 3 warriors, as well as forcing a german horse to retreat, but it is not enough.
Turn 8: Capture a Babylonian settler pair in the jungles of Dul Goldor.
IBT: Lose two swordsmen and our newly-captured slaves to a massive German horsemen counter-offensive.
Turn 9: Peace is available with Babylon. They pay us tribute in the form of 60 gold. Their offensive army was decimated in the battles around Dul Guldor, but we have bigger fish to fry at the moment. Whip up some walls in Fangorn.
IBT: Romano-German offensive against Fangorn is repulsed. Bismark's feared elite archers perish in the attack. The additional catapults prove their worth as well. Disease hits Dul Goldor. A german horsemen pillages the road connecting momsville, disconnecting the village and therefore the horses (which are still covered). The horse company being raised in Los Alamos will be our only for a while, it seems.
Turn 10: Capture a Roman settler-pair. The two workers near Los Alamos are
working on bringing irrigation over to the cattle square. We are in moderatly serious trouble, but the catapults I built should help some. I think the time we wasted on the Mausoleum of Reagan and waffling on the isssue of the Great Library is what hurt us the most; our capital can easily manage a sword or horse every three turns or a catapult every other; with some additional growth it should be able to reach 15 spt even under despotism. Just hold the line until we get the Great Library, then we will need to start spitting out settlers quickly to make up for our lost city and slow growth. I think we should be able to hold out fine, even though my Always War skills clearly need brushing up *cough*. Dul Goldor is vitually impregnable, and the remainder of our cities essentially make up our rather pathetic-looking core, making them easy to reinforce.
DeceasedHorse Jul 04, 2004, 01:07 PM Roster:
Me-Just Played
Romeothemonk-Up
Codo Stejans-On deck
Cuivieneneennenen-has a very difficult name to spell
6th gen
6thGenTexan Jul 04, 2004, 01:42 PM The key is holding the line until our cities are productive. The Great Library is the key now. Cash-rushing improvements between troops will get our core productive in Monarchy. Pikes will counter the Legions.
Do we want to consider the Knights Templar?
DeceasedHorse Jul 04, 2004, 09:55 PM Certainly, it would be nice to get the Knight's Templar, but we only have one truly productive city at the moment and I don't know if we can afford to stick the capital on wonder-building for even longer. The fact that the Babylonians, Russians, and Germans are all scientific is also against us, although under ordinary circumstances Knights Templar is fairly easy to nab in my experience, depending on the timing of Sun Tzu's which the AI spends forever trying to build.
romeothemonk Jul 05, 2004, 11:43 PM I will call got it. I just got back from Total flyover country. They really know how to celebrate the fourth though. It might take 1-2 days to get this done. I will also note that I will be having surgery Next Monday (corrective eye should go from ~600/20 to 20/20) and will thus be civless for the 3-5 days of recovery. Comments will be posted from work tommorrow.
romeothemonk Jul 06, 2004, 11:51 PM IHT: Use Elite spear to whack german horse and get 2 slaves. Swap RNG to temple.
IBT: Kill russian horse, iro start sun tzu.
Turn 1: Build babylon embassy. Monarcy with HG in 5, incensce silks and horses. Build embassy with Iro, iron horses silks and incense. Lost a 3/4 sword to a reg warrior :cry: Kill german horse and roman warrior with 2 flawlees elite swords.
IBT: German reg horse flawlessly whacks our vet fortified spear at Momsville, capturing it. :cry:
Turn 2: Kill vet spear at Momsville, but they also have 2 horses and I only have 1 elite spear availible and 1 1/5 sword now. Kill two german horses at fangorn. Elite sword loses to vet roman archer. :mad:
IBT: Flatlined Equestrian arises at Dol Guldor after killing 4 legions and 2 archers. :xmas: Washington will try to navigate to fangorn.
Turn 3: kill 2 german archers will lose 4 slaves, (momsville area)
IBT: Kill russian archer and sword but lose spear at Dol Guldor. Kill german horse at fangorn.
Turn 4: Kill german archer.
IBT: Flatlined equestrian killed 2 swords and 2 archers but loses at Dol Guldor. The Russains raze the city. [pissed]
Turn 5: start moving Washington closer to home.
IBT: Repulse german horses at Fangorn
Turn 6: love wvt 4/4 sword to 2 hp archer. :twitch: I am noticing a bad trend here. Kill 2 archers but our horse is exposed, apparently attacking across a river in territory we own that is roaded counts as 2 moves. (No smilie can describe this)
IBT: Lose horse.
Turn 7: Join worker to MM for pop boost.
IBT: Kill 2 german horse at fangorn.
Turn 8: LA sword to sword. A-ville sword to sword. Kill german horse. Lose 5/5 sword to 2 hp archer. :nuke: :nuke: :nuke:
IBT: Kill german warrior and archer.
Turn 9: load our 2 total swords kinto army and whack 2 horses. Also kill german horse near Avill with our only horse.
IBT: Kill german horse at Fangorn.
Turn 10: heal army. Protect MM. Feel helpless against a very bad RNG.
romeothemonk Jul 06, 2004, 11:56 PM Avoid whipping please. Other than MM, all the citizens were discontent. We really need to try and get 1-2 cities back from the Germans, get peace and focus on one opponent and smash them hard. The Library of Congress is online in 3 turns. No other civ has lit yet.
Sorry with the Reagan Pyramid project but if you note my previous log, all other prebuilds finished the turn before, leaving me with no real option anyway. We could build the wonder, or we could lose ~100 shields and get a market. I chose the wonder as it is a free cathedral that will pay us shortly.
Protect the army at all costs, as this is the only thing that will keep us in this dance.
Codo Stejans Jul 07, 2004, 12:41 PM I see I'm up. True to SG fashion, I'm up in another too. If time allows I'll get to both tonight. If not, I'll get this done soon.
DeceasedHorse Jul 09, 2004, 05:21 PM I'm back and ready to go again.
DeceasedHorse Jul 10, 2004, 09:49 AM Since Codjo hasn't posted for some time, can you please pick up the game Cuivienen?
Codo Stejans Jul 11, 2004, 01:13 PM I'm very sorry. Work sent me out of town Friday evening. I have it and playing now. Will post soon.
Codo Stejans Jul 11, 2004, 03:01 PM Inherited:
At war with everyone, and no one will take straight peace. Hopefully I can hold on long enough to get the GL, and then use Lit as a brokerage tool
move a couple workers around
IBT
Germans destroy the road on the mountain NW of Fangorn.
Sun Tzu's is being built pretty much across the board
1) 70AD
use catapaults and our army to attack the stack nw of fangorn. Catapaults go 2/3 and our army kills 2 archers
IBT
Andersonville riots. My fault
2) 90AD
Minas Morgul: GL -> swordsman. We are really hurting for military
With the GL in hand, I make peace with the ROmans for Lit and they give us their 9 gold.
Kill a Russian swordsman outside Fangorn
The Russians want Lit and a lot of gold for peace.. not yet
IBT
we get a bunch of techs.. CoL, monarchy, republic, feudalism and engineering. We have tech parity with everyone except the Germans who are down Literature. Set reseach to Invention. We need 2 turns to let some MDI's complete and then we should think about revolting to monarchy.
3) 110AD
Still can't make peace with the Russians. The German forces withdraw from Fangorn mountain, leaving a single archer who is pummeled with catapaults and destroyed with our army.
The russians have a mini-stack outside Los Alamos and we only have a single spearman defending. Sign peace for 240 gold. We have 230 left.
I raise lux to 20%, but leave research off. Los Alamos still isn't happy, so it gets a scientist.
IBT
troops moving around.. we have iroquois and babylonian settlers in our territory heading for the barbarians and the unclaimed land to our south east.
4) 130AD
Kill German horseman and archer near fangorn.
IBT
Minas Morgul: MDI->MDI
Los Alamos: MDI->MDI
5) 150AD
more fighting against the Germans outside Fangorn. No losses on our side
IBT
More German troops appear next to Fangorn.
6) 170AD
Load up our army with an MDI.. and kill another German horseman. We really need to get things moving, but our cities are slow... so slow... consider revolting now, but decide to wait 2 more turns. That means I'll hand off during anarchy, but I don't think we want to wait another 4 turns to start.
IBT
Rome declares on the Iroquois. German troops have by-passed Fangorn and are heading into our core.
7) 190AD
Fangorn: MDI->temple (something to do during anarchy)
More German horseman are killed on Fangorn mountain, but we lose a horseman. Capture a German settler that was with some of the troops that tried to sneak behind our lines
IBT
ZZzzz
8) 210AD
Minas Morgul: MDI->market (placeholder during anarchy)
Andersonville: pikeman->pikeman
So, I guess it's now or never :D draw 5 turns of anarchy
IBT
Nothing I could do to stop the Germans from pillaging our iron.
9) 230AD
I was able to kill the 2 spearman that pillaged our iron supply. 2 workers heading that way for repairs.
The war for Fangorn has been going on for ever, and the German troops keep coming and dying.
Nobody has researched anything new, and we still have tech parity.
Army is healing inside Fangorn in preparation of an offensive
IBT
Zzzz
10) Our Army moves into German territory next to Mother in Law ville. It's resting on OUR horses in preparation of liberating the town. Hopefully when we come out of Anarchy, we can push to capture some German territory.
Notes: Los Alamos and Andersonville are going to have to be allowed to riot at least once to stop starvation during anarchy.
DeceasedHorse Jul 12, 2004, 02:15 AM We are EVIL! This means that we do not hesitate to extort, threaten, or outright attack other civilizations using any means that we command. Furthermore, our absolute EVIL makes us DEFIANT; that is we do not cave to any demands, no matter the circumstances. We do not hesitate to break the rules except in areas that the AI is not equipped to handle. Our reputation is irrelevant, but no ROP rapes or scout resource denial. False wars, False treaties, reneging on GPT deals, all are acceptable if the price is right. Since we are so EVIL, we can under no circumstances join slaves into our cities; keep them working forever! We are free to indulge in the slave trade, though, so selling workers is allowed. No representative government is permitted; that is we can never be a Democracy or a Republic. We may conquer our starting landmass without restraint; however we CANNOT invade other continents by any means until we can build our UU. We must use the F-15 exclusively; no bombers of any kind permitted. For that matter, once we can build F-15s, we can no longer build artillery of any kind. All our bombardment needs must be met by the navy or preferably by our glorious F-15 Eagles.
Reading over my initial rules, it seems I was not clear about my definition of defiant; generally, 'defiant' variants preclude paying for peace in any form. However, since i didn't say so and I have already departed from 'standard' variant rules by allowing MA's and other details, I will just have to be more concise in the future.
ROSTER:
DH
Romeothemonk
Codjo Stevans
C-up
6thgentexan-on deck
Codo Stejans Jul 12, 2004, 09:46 AM my fault.
But you can look at it this way. If I had not given them some money to shut them up for now, we would have lost Los Alamos and maybe more. Being defiant and evil, (IMHO) doesn't mean we don't do things that look to be in others best interest. Making peace with the Russians will allow us to turn our complete focus on the Germans. When we get done with them, then we can turn around and get our money back (plus interest) from the Russians.
Sorry if I didn't play my turns in the "spriit" of the game.
6thGenTexan Jul 12, 2004, 02:12 PM Bigger question is what government are we revolting to. If we are planning to cash rush, which is what we should be doing since we do not need to research, go with Monarchy. If we will continue our own research, go with Feudalism for the higher support count with our small cities.
Codo Stejans Jul 12, 2004, 03:25 PM I've never played in Feudalism before. The lower support costs may indeed be the way to go, but I'm not sure. I think we are in a precarious position now, and if we don't do something soon, the bigger nations are going to start to pull ahead of us faster than we will be able to catch up.
DeceasedHorse Jul 14, 2004, 04:39 PM Cuivienen has told me that she will not be able to play this round. 6th gen, can you take it?
6thGenTexan Jul 15, 2004, 08:20 PM OK I've got it.
6thGenTexan Jul 16, 2004, 03:22 PM Evil Update:
Since my last turn, we have lost 2 cities and a third captured. We are only at war with Germany now with 12 turns of peace left with Rome and 13 turns with Russia. That is unless I fell Evil. We have Russian and Babylonian troops in our territory. The Iroquois have poached two of our city sites. We have 3 more turns of Anarchy with 229g in the Bank. The Great Library is keeping us up in techs for a while longer.
250AD-0 Move slaves to improve our back country.
260AD-1 Army kills the 2 spears in MiL leaving the archer. Retrat a horse who will be in MiL next turn.
270AD-2 Army defeats horse adn archer to reclaim MiL. It still has the barrack but the German there does not like us. We also got one slave. Kill a german horse out side of town. Germany will give a city for peace but not one I want now.
280AD-3 Start our Evil Monarchy. Naturally I change all builds. At 22GPT we cannot cash rush much of anything. I do spend 180 on the Temple in Los Alamos.
IBT Babylon and the Iroquois join forces against Rome.
290AD-4 Los Alamos temple-->aqueduct PRNG-Ville temple-->barrack Move army out to kill first spear in Nuremberg.
IBT Catherine decided to demand 22g but what she will get is a large butcher's bill. Germans move up 6 horses.
300AD-5 Kill 4 horses and promote to elite one MDI.
IBT Lose the MDI guarding our horses but not pillaged.
310AD-6 Kill an archer and a horse while retrating a second.
IBT Kill another horse.
320AD-7 Rush barrack in PRNG for 124g. Kill a Russian archer.
IBT the Iroquios and the Babylonians share the knowledge of Invention. Babs start Leo's.
330BC-8 PRNG barrack-->pike Kill an archer while pulling back to defend MiL.
IBT Germany asks for peace. 50G is not enough when we can get some cities on our terms. Sacrifice a slave but kill and retreat a horse each. Germany declares on the Iroquios.
340AD-9 Healing in MiL. We will lose our horses but they are only connected to MiL anyway.
IBT Germany retreats all units. Babylonians leave our territory.
350AD-10 Minas Morgul market-->MDI Spend 90g upgrading our 3 catapults. Kill two german spears and reclaim our slave. Go ahead and kill a Russian spear also.
Thoughts for the near future.
Russia: Only a reg archer near us. He will die next turn.
Germany: We can have peace any time. I would take Nuremberg first. Take what ever city you want for peace. Dortmund is in a bad spot but I'd take it over Bonn. (Both available for peace early in the turn.)
Iroqouis: After peace with Germany, take our poached lands.
Rome: After Iroquois, take their two cities.
Cities
Minas Morgul needs to be a little bigger to pull in 20spt. Either build pikes, Trebs or the Heroic Epic (13turns) until we gett up in pop.
Los Alamos needs to complete the aqueduct before growth to not waste food. Then a market would be good after some military.
Andersonville needs a market next but after some military. The harbor can wait until after an aqueduct.
Manson Family will complete the harbor next turn. Build a barrack and crank out the military.
PRNG will be fine slowly building military. A harbor may help it grow after the Iroquois are moved.
Fangorn and MiL need improvments to be usefull after their temples complete.
The Game (http://www.civfanatics.net/uploads7/DarkEmpire350AD.SAV)
DeceasedHorse Jul 18, 2004, 10:04 AM Preturn: Swap Fangorn to Settler. Minas Morgul will pump out pikes for a bit, then either a library or the Heroic Epic.
IBT: Fangorn has one of the weird riots that does not seem to have any cause ( 1 Happy, 1 Content, 1 Sad). Maybe a whip effect wore off or something? The Wermach pulls back from Nuremburg.
Turn 1: What the hell? Nuremberg’s two spear men fall to our army , yet the city remains in German hands with a WORKER on top!! Manson Family builds harbor, starts Granary.
IBT: The Iroqois build Sun Tzu’s. Italy and the Iroquois sign a peace treaty. German horsemen reinforce Nuremberg and its magical invisible defenders.
Turn 2: Kill a spear and a horsemen in Nuremberg. Army will likely have to rest for a bit now.
IBT: The Great Library grants us the secrets of gunpowder. Of course, we have no saltpeter, with the nearest source being next to the Iroquois city of Chondonte, which just happened to have been built with salt right outside its borders. Russian hordes advance out of the fog.
Turn 3: Nuremberg falls to an elite MDI. We also nab a German slave. Germany will be willing to part with Dortmund, Salzburg, Cologne, Bonn, or Stuttgart. Bonn and Salzburg are to far away and will probably just culture flip. Dortmund is just a terrible city. Cologne would be ok, but would likely fall to Russia. Cologne is probably the best choice, as it can potentially get a source of horses with a border expansion. Cologne will immediately starve since it can’t work the grasslands in German territory. Oh well.
IBT: The Russian Horde continues its advance, having around a dozen units visible. Our army is badly wounded by a swordsmen attacking the newly-conquered Nuremberg. The Russian actually bring a catapult into bombardment range of Nuremberg. Things are not looking good.
Turn 4: Reinforce Nuremberg as best I can.
IBT: Nuremberg holds, with no casulties. Russian SOD kills a pike and cuts off Nuremberg/Momsville from the rest of the nation. We get Mono from the Great Library (Hehehe)
Turn 5: Fortify the army in Nuremberg and keep hoping for the best. Catherine is not intrested in peace, of course.
IBT: The Russian steamroll Nuremberg. I should have cash-rushed some walls a turn earlier; the army fights valiantly, but eventually falls to the relentless assualt, dying ignomoniously against a Russian Spear men.
I’d say that just about finishes us off. Our entire offensive army is gone, our defenses are decent but not enough to do more than slow the Russians down. We might be able to buy off Russia by giving them cities, but that sort of defeats the point of the game.
http://www.civfanatics.net/uploads8/Empire::s_End.JPG
Thanks to all who played, and keep a lookout for DH02-Dark Empire II if you would like to give this idea another shot. I think that our starting position combined with a lack of communications between players is what ultimately doomed us. We started wonder building too early which was made worse as our capital was our only city that could build settler at a decent rate. Not to worry though-Abe will have his revenge.
romeothemonk Jul 18, 2004, 12:54 PM Alrighty then. Your call big guy.
6thGenTexan Jul 18, 2004, 01:53 PM I agree that communication and terain was our downfall. To play Evil, we needed to start in AW mode to be able to resist demands. I have trouble playing that way. I kept wanting to build settler and buildings....10 turns for a sword or 20 turns for the temple, I went for the temple. Our inhospitable start did not help either. Our capital had a great loacation but the surrounding terrain was difficult to settle and defend. Not to mention our free city on the other side of the continent.
romeothemonk Jul 18, 2004, 02:11 PM No offense to some of the players, but we didn't treat this with the intensity of any AWE, which it pretty much was. A few things that this game showed are things that are second nature for many truely advanced players.
1.) If you have a wonder city, know what you want and prebuild accordingly.
2.) Do not have your wonder city be your capitol.
3.) Whips really hurt in AW.
4.) Communication is the key.
5.) America Stinks in AW.
6.) I'm a glutton for punishment and am willing to give this another ride. This just motivates me more.
Cuivienen Jul 21, 2004, 02:12 PM I'd be willing to play this again. (I'll be going away soon, though.) Can we call the next game "The Empire Strikes Back"?
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