View Full Version : DH02: Dark Empire II-The Empire Strike Back!
DeceasedHorse Jul 27, 2004, 03:24 PM Dark Empire II: The Empire Strikes Back
Minas Morgul, Evil America:
Russian catapults let loose with another barrage of projectiles, smashing hard into the massive curtain wall of the besieged American capital. Behind the crumbling fortress, the last defenders of Evil America waited in silence, the only sound the occasional cough or sneeze brought on by the clouds of dust raining down from the faltering battlements. With the fall of the great navel base at mother-in-lawsville, and the defeat of General Custard’s field army, the capital was open to attack by the slavering Russian hordes. Another salvo of rocks was launched from the Russian positions, the commie artillery unopposed due to the destruction of Colonel Hooker’s artillery brigade in the retreat from the fortress of Fangorn. A massive stone projectile slammed into the towering Mausoleum of Reagan, smashing down mighty granite pillars and shaking the structure to its foundation. It would not be long now. Soon the Reds would come for the Evil Americans, and they wouldn’t stop until they had razed everything, even the Grey House, home of God-Emperor Abraham Lincoln to the ground.
Brigadier General Benedict Arnold brushed his way past the Praetorian guardsmen manning the gates of the Grey House without so much as a word. In the glory days of the American Empire, such an action would have been an unthinkable act of defiance, even for the supreme commander of the American military. Even Arnold would have been required to fall to his knees and pay homage to the mighty Lincoln. Now, the guard simply did not care. The merciless killers that once filled its ranks were gone, drafted into the final defense of the walls. The men behind the iron mask of the Guard were little more than boys now. Arnold finally glanced back when the ground began to rumble and shake. Turning his head, he spotted the teetering Mausoleum of Reagan, smashed almost beyond recognition by Russian artillery, finally collapse to the ground with a terrifying crash. The mummified corpse of Reagan went sailing through the air, landing near the Russian positions. Arnold pulled out a small telescope and looked on as the mummy rose from the ground and began to rip through the Russian lines, killing a dozen men with each stroke. Even as Arnold’s (black) heart filled with hope, Lenin’s mummified corpse teleported into the battle, driving back the American President.
Even the unholy magicks of Ronald Reagan could not save them now, Arnold realized.
The portly general flung open the doors, ignoring the scurrying servants looting the rich halls of the Grey House as he marched straight towards the Un-Oval Office, the lair of the God-Emperor. Bursting into the President’s lair (yes I know that I keep changing his title. I also had Ronald Reagan’s reanimated corpse fight Lenin’s mummy; continuity errors are the least of the plot holes in my little prelude :crazyeye: ) Arnold beheld the pathetic sight of the God-Emperor, or at least what was left of him. Unable to formulate his disgust with words of his own, Arnold fell back on popular slang. Yes, Lincoln looked ‘wasted out of his fricking mind’, that was it. “Sir!” called out the General. “Sir?”
“Wha-What do you want, you traitorous bastard?” slurred Lincoln.
“Sir, I’ve just come from the Great Library. Doctor Kavorkian says that he may have a way out of this!”
Lincoln laughed like a madman, “Out? OUT? MUWHAHAHA! Why would we want to escape when we are on the verge of total victory?” The drunken president stood up and strode over to a strategic map of the known world, somehow managing to stay upright. Arnold noticed that the President was not wearing any pants, and his trademark hat lay crumpled on the floor. Lincoln pointed at the map; Arnold finally deigned to examine it closely, and that was when he realized the depth of Lincoln’s madness. American
‘Armies’ were marked on the map besieging the capital of every nation of the known world, while cities long since lost were shown as still being under American control. Waving lazily at the map, Lincoln shouted “See? I told you we were winning. Won’t you <hic> have a drink wif me?”
“Uh, no sir. We need to evacuate immediat...”
Suddenly speaking with a British accent, Lincoln interrupted: “Evacuated? At our moment of triumph? I think you overestimate their chances!”
“Err, right sir, please come with me! We have to go!”
Lincoln belched and then fell back into his chair. “Nah, I’m gonna stay here, keep up the good fight <hic>. Go on ahead, I don’t think I deserve another chance…”
Unnerved by Lincoln’s sudden lucidity, Arnold turned and fled from the Un-Oval office.
The Great Library of Minas Morgul:
Arnold pushed his way past the column of laborers and other citizens selected for the mission. Spotting Kavorkian up ahead, he broke into a shuffling trot.
“Kavorkian! Lincoln won’t evacuate. <Gasp> Says we should <gasp> go on ahead!”
The crazed scientist nodded, and turned back to the small circle built into the walls of the Library. His calculations complete, the doctor hit the last button. With a deafening <swoosh> a shimmering blue portal popped into existence. “Hurry, General. The Quantum Gate will not remain open for long. Arnold nodded, and gave the order. The column of men and women began shuffling into the portal, disappearing into the swirling vortex. Where they would arrive was anyone’s guess.
“I’m just thankful you somehow managed to invent a combination time machine/ teleportation device without electricity, modern science, or anything more advanced than a Roman aqueduct to work with, Doctor,” Arnold said. “Especially since you were a medical doctor, not a physicist.”
“Oh, it wasn’t that hard”, Kavorkian replied, then stepped into the portal, followed quickly by Arnold. The portal dissipated in flash of azure light, just as the first wave of Russian soldiers, lead by Lenin’s mummy, began the charge against the last bastion of the American Empire.
A different time, a different place:
“Wha-were are we?” stammered Arnold, looking out over the strange but somehow familiar landscape.
Kavorkian replied, “Time will tell, my good general, time will tell.”
Arnold frowned, “That’s not very helpful, you know.”
“Yes, but it sounds cool, doesn’t it?” replied the doctor.
================================================== ========
After the defeat of the American Empire in DH01: Dark Empire, the survivors of Lincoln’s shattered hordes flee to a New World and, hopefully, new conquests.
God-Emperor Lincoln is lost, trapped somewhere on another world and in another time, leaving Brigadier General Benedict Arnold the defacto ruler of this new America.
VARIANT RULES:
DEFIANT (My Definition): We do not, under any circumstances, pay for a peace treaty. We are free to sign peace so long as the deal is straight up or if the enemy will pay even a single gold piece. We do not cave into demands, ever. We are allowed the options of making military alliances and signing ROP’s; however we may not pay for them.
EVIL EMPIRE: Representative governments are not permitted. While we may present the illusion of an elected ruler, this is just a propaganda tool. Slaves cannot be freed; I.E. disbanded, joined to a city, or sold back to their original owner. ‘Exploits’ that are not blatant programming holes are permitted. Game of the Month rules apply in this case, not Realms Beyond. That means that ship chaining is permitted. Furthermore, if it is to our benefit, we can break deals at any time. Just be sure to get the most mileage out of our reputation before breaking it.
MADE IN THE US of A: Captured artillery pieces are of an inferior quality, and should be sent to the nearest city and scrapped for raw materials as soon as possible. If a captured field gun fires defensively or something, that is acceptable as long as it was not an intentional move. All efforts must be made to scrap the inferior foreign products as soon as possible.
MANIFEST DESTINY: Diplomatic and Space-Race victories are disabled. We are not permitted to build transport ships (other than suicide galleys used solely to make contact) until the discovery of rocketry. We cannot send paratroopers, demand cities, or otherwise begin attacks on other continents until the F-15 is available. This is intended to force us to fight a modern war on a large scale without the ability to Spam bombers. Bonus points if we end up building Aegis Cruisers or Radar artillery.
What we learned from the last game:
-Don’t have your only decent city stuck on wonder production for most of the game when you are in what is effectively an AWE. Discuss with the team before beginning wonder construction in the early game.
-America sucks in AW. Oh well.
-Play more than 15 turns before finalizing the map choice; the start we ended up in the last game looked promising initially but turned out to be murderously bad, with our civ buried in a jungle hell that stifled growth and crippled our movement but still managed to offer no convenient choke-points for defense.
ROSTER:
All players from DH01 are of course welcome back and receive priority over new participants. I will generate the start this evening after I get back from work. Please post if you have any map preferences.
romeothemonk Jul 27, 2004, 03:31 PM Checking in. I like the ideas. I suggest rolling a random start and taking it to the hilt. (I always love to try to fight out of whatever start I am given. This necessarily lowers my win percentage on emporer and above). I suggest a relatively wonderless build, but will have to see the game develop first.
Codo Stejans Jul 27, 2004, 05:32 PM Checking in. Looking forward to having another go at this.
DeceasedHorse Jul 27, 2004, 11:31 PM NEW ROSTER:
DeceasedHorse
Romeothemonk
Codo Stejans
------------
------------
DeceasedHorse Jul 31, 2004, 11:17 PM Sorry about that; I lost my internet connection for much of last week.
Lacking any input with a save, I started a new game with randomized settings on a normal map, using the map seed 1234567 or something to that effect. Real original, eh?
4000: An excellent start location. Our settler stands next to a river, with a bonus grass tile and cow nearby. Settle on the spot, revealing not one but two wheat tiles to the north; only one will be inside the capital’s 21 but I think that will be good enough. Research set to Ceremonial Burial in ordeer to gurantee better techs from goodie huts. Start on a second scout.
3950: Pop a warrior from a hut.
3800: Get 25 g’s from a hut. Come on, where are all the settlers hiding out.
3150: Finish Ceremonial Burial; our start position is outstanding but this is somewhat countered by our pathetic lack of goody huts. Finally make contact with someone when one of our scouts finds the English down in the jungles. Get seven gold and Bronze Working for Masonry.
3050: Finally find another hut and get…25 gold. Argh.
2750: The capital is ready for full-scale settler production; one of our scouts has revealed that the English have Ivory…
We’ve got a four-turn settler factory; although we should probably mine another grass tile just to get everything absolutely perfect.
Romeo the Monk is up...PM's will be dispatched to our fellow imperialists now that I am online once more.
The Save is also cursed (http://www.civfanatics.net/uploads8/DARKEMPIRE2.SAV)
http://www.civfanatics.net/uploads8/DARKEMPIRE2.JPG
6thGenTexan Jul 31, 2004, 11:48 PM "I'm 6thGenTexan and I'm reporting for duty." (to steal a quote from someone evil)
romeothemonk Aug 01, 2004, 12:05 AM I'll slam out 15 tomorrow after I finish trying to catch DH's team in SGOTM. We currently in a streak of luck with MGL's no one will believe, but they only have a few hundred points on us right now. (Spoiler Thread and Retreive page) Very hard to close that gap. But now we have to all just be friends.
I'll try to head to the Dyes, unless some one throws up a dotmap. My Dotmap skills are horrible.
romeothemonk Aug 01, 2004, 10:05 PM Sorry, the 15 get delayed till MOnday. SGOTM took to much time. That and the missus.
romeothemonk Aug 02, 2004, 08:31 AM IHT: Press spacebar
Turn 3: Find Germany, get WC and 5 gold for Masonry
Turn 5: Contact Iro Near our capitol (Straight right) Get Abet, The Wheel and 10 gold for Masonry
Turn 7 Found IRS. Let Barrow riot Sorry
Turn 9: Contact Babylon, get Mysticism and 40 gold for Abet
Turn 14: get IW and 25 gold for Abet from Germany.
I Pooched the settler factory, and I am really sorry about that. I am building a temple in BL, to help with playing with the lux slider, then we can spit out a worker or 2 and the factory will fire right back up. We have iron right near our capitol, the bad news is that nearly everyone does. The Iro have really high food, really low shields but have been spamming settlers our way. I am thinking IRS would be a nice military city but it needs a lot of work. There is a settler by game that should settle between the game and the sugar.
We should push forward as fast as possible, as we can really backfill nicely later.
DeceasedHorse Aug 02, 2004, 01:33 PM New ROSTER
DECEASEDHORSE-> Hoping for more players
ROMEO THE MONK-> Just Played
Codo STEJANS->UP
6thGEN TEXAN-> ON DECK
Oh and if you think you had good luck with MGL's, just read the spoiler thread for the SGOTM ancient age :crazyeye:
romeothemonk Aug 02, 2004, 02:25 PM Oh the luck wasn't necessarily good. But We didn't get a single MGL in the AA. The unbelievable part is the massive dry spell we were under. Over 60+ Elite combat wins.
Once again, sorry for the factory pooch, but we should recover even better, as we get a temple and 2 workers out of the deal.
DeceasedHorse Aug 04, 2004, 12:28 PM PM to Codo Stejans sent. Go ahead and take it 6th Gen when you get a chance if he doesn't post.
Codo Stejans Aug 05, 2004, 01:31 PM I've been out of town at a client site this week. I'm home tonight, and will grab the save and go. Sorry for the delay, its caused me havoc with other SGs to. I'll post tonight
Hooray Aug 05, 2004, 03:59 PM Got room for me, DH? I'd like to join.
ForTheEmpire Aug 05, 2004, 10:50 PM @DH
Hey. I'm looking through the thread, and I haven't seen the game version. Is it PTW or C3C? If it's PTW and room still to be filled, I would like to sign up (emperor level).
EDIT:
one of our scouts has revealed that the English have Ivory…
Judging from the openendedness of this statement, you are loathing the SoZ and thus the game is C3C :( Oh well, back to lurker status.
DeceasedHorse Aug 06, 2004, 03:08 PM ForTheEmpire: Yes, this is being played with Conquests. You should be able to find it for 10-20 bucks easily, though.
NEW ROSTER:
DeceasedHorse
Romeothemonk
CodoStejans
6thGenTexan
Hooray
-open-
DeceasedHorse Aug 09, 2004, 10:55 AM Ok, sorry about this Codo, but three days with no updates is a little much.
ROSTER:
DeceasedHorse
RomeotheMonk
Codjo Stejans->Skipped
6thGenTexan-> UP
Hooray-> On deck
6thGenTexan Aug 09, 2004, 01:50 PM I've got it. I will need to play on Tuesday so if Hooray is available tonight, let him go for it.
Hooray Aug 09, 2004, 07:34 PM If I'd seen this earlier, I would have gladly taken it. However, it's getting late now, so I wouldn't play it until tomorrow anyway. You might as well keep it.
6thGenTexan Aug 10, 2004, 09:48 PM END TURN
2110BC-1 Found Abu Ghraib between game and sugar and start a warrior.
2070BC-2 Barrowlands temple->worker
2030BC-3 Barrowlands worker-->worker
1990BC-4
1950BC-5 Barrowlands worker-->settler
1910BC-6 Abu Ghraib warrior-->walls
1870BC-7
IBT Someone? starts the Pyramids.
1830BC-8
1790BC-9 Barrowlands settler-->settler
1750BC-10 Settler is heading to secure our iron. I have a worker working on the road. A warrior is following from B. becuase a barb showed up. I am building a road in the forest Barrowlands us using for the gold. Seven turns to Math at -3GPT/80%.
The next settler should go west to the river/coast/cow so it can take over the settler production. Our power ranking is starting to slip and we are weak against everyone. All new cities in the east will need to be devoted to military for a while. Getting The Barrwolands off of settlers will help.
The Game. (http://www.civfanatics.net/uploads8/DARKEMPIRE2-1750BC.SAV)
romeothemonk Aug 10, 2004, 10:19 PM where did we start the Pyramids?? What is our next research goal?
6thGenTexan Aug 10, 2004, 10:36 PM Not us. My mistake. Someone started the Pyramids.
DeceasedHorse Aug 10, 2004, 11:11 PM NEW ROSTER:
DeceasedHorse -> On Deck
Romeothemonk
CodoStejans
6thGenTexan
Hooray->UP! :crazyeye:
-open-
Hooray Aug 11, 2004, 06:24 AM Got it, will play today.
dreamvirus Aug 11, 2004, 06:58 AM Does this game still have an open slot? Next question: do you mind taking on an SG newbie? I am mostly a Deity-level player who is currently trying to win on Sid (barring a very lucky win in my first-ever game).
Hooray Aug 11, 2004, 11:59 AM Okay, here we go. My first SG turn in a very long time. Let's hope I do okay.
Pre-turn: Lux down to 10% to save a measly 1gpt.
1 1725 BC: And Lux goes back up to 20% as Barrowlands grows. Oh well.
2 1700 BC: Do some micromanaging. Watch the Iroquois kill some barbs for us.
3 1675 BC: Babylon and England suddenly are up Writing and Polytheism. I will trade once we finish Mathematics in a few turns.
Nixon City founded -> Barracks
4 1650 BC: Barrowlands Settler->Settler
IRS Barracks-> Warrior
Lux down to 10% again.
Germany starts Oracle.
5 1625 BC: Abu Ghraib Walls-> Spearman
Math due next turn, so research lowered to 50% at a 3gpt profit.
IT: England demands 22 gold from us. We refuse, of course. England declares war. No problem, though, since they're rather far away.
6 1600 BC: Mathematics learned.
Can trade Math to Babylon for either Writing or Polytheism, but not both (damn England had to declare war, I could've traded with them too). I trade Math for Writing since we really need it.
Research set to Philosophy at 80% due in 10 turns at -3gpt. I'm hoping we'll get to it first.
7 1575 BC: IRS Warrior-> Spearman
Shadow Government founded-> Warrior
8 1550 BC: Iron from Nixon City is connected.
Iroquois start Pyramids.
9 1525 BC: Barrowlands Settler-> Settler
10 1500 BC: Nothing.
Settler is currently headed to the northern tundra to grab those Silks.
When England is read to talk peace, they're certainly going to want *us* to pay. However, we might be able to work in a tech trade so that we both benefit, perhaps. Don't know if that's allowed under defiant.
And pray for Philosophy. Dare I hope we might even get an SGL?
A little picture of our evil empire:
http://www.civfanatics.net/uploads8/DH02_1500_BC.JPG
And the save is attached:
DeceasedHorse Aug 11, 2004, 10:33 PM Preturn: No changes.
Turns 1: Not much.
Turn 2: Abu Gharib riots, and increasing the luxury tax does nothing to help. Hiring a scientist does cut a turn off of philosophy, however. IRS builds spear, starts sword.
Turn 3: Capital builds another settler. Trade mathematics to the Iroquois for Horseback riding. Trade Horseback riding and math to the Germans for Polytheism. Also manage to pick up some small change in the process. This will let us do the first ever (for me anyway hehe) ‘monarchy slingshot’ if we end up getting philo first.
IBT: England starts the Statue of Zeus.
Turn 4: Vet warrior upgraded to swordsmen. Found Superfund Site north of the capital, on the coast next to the fish.
IBT: One of our scouts runs afoul of an English warrior.
Turn 5: Philo comes in and:
Start map-making, begin anarchy period. Draw a nice and short 4-turn anarchy period.
Turn 6: People burn stuff
IBT: Hiowatha tries to extort Polytheism, tell him were he can stick it. He backs down. Good choice ‘watha; our vet sword could probably just walk up to their Iron city and raze it before he could do anything.
Turn 7: Found Little Big Horn out on the grasslands next to the river. Start on walls.
Turn 8: Benedict Arnold become the first King of the United States. Fire all specialists. Map making due in 12 turns @ 80% with no defeciet. Sell Polytheism to Hiowatha for 98 gold; he is still annoyed. The capital’s growth may necessitate raising lux fairly soon as it will hit size six before it finishes the settler because of the anarchy period.
IBT: Babylonians start the Temple of Artemis. An English warrior shows up in the mountains south of Abu Gharib.
Turn 9: Not much
Turn 10: English warrior continues to close. Iro settler pair spotted.
DeceasedHorse Aug 11, 2004, 10:37 PM ROSTER:
DeceasedHorse->Just Played!
Romeothemonk->Up!
Codo icanneverspellhisSNrightstejans-> In the hole
6thgen
Hooray
and in the red trunks, Dreamvirus
RE: Dreamvirus-> Yes, we do have a spot open still. If you are indeed as experianced as you say you are, you should have no trouble jumping in. You'll have to wait until the roster goes around again; I had already started playing by the time I saw your post. Please review the variant rules and be sure to ask if you have questions.
6thGenTexan Aug 12, 2004, 12:33 AM Any idea where the Iroquois horses are? I cannot look at the save now. Are they up by Alleghney?
Samson Aug 12, 2004, 05:24 AM Hi,
The last roster seemed to indicate that there was a slot open? Any chance of filling it? I have not played an SG before, I usually play Deity on single player, but get pretty hammered.
Cheers,
DeceasedHorse Aug 12, 2004, 01:10 PM Correct, they are up by Alleghany, an unexpaned size one city that I covered up in my rather silly MSpaint map.
DeceasedHorse Aug 12, 2004, 01:13 PM RE: If only were: Virus posted before you and he would bring the game up to six players, which would make us full. Sorry. If he bows out though, you're in.
dreamvirus Aug 12, 2004, 01:34 PM Sorry if_only, but I would like to play this one! I'm in.
romeothemonk Aug 12, 2004, 03:08 PM Got it. Will try to play tonight.
Samson Aug 12, 2004, 06:15 PM Oh well, see you in another one perhaps
romeothemonk Aug 12, 2004, 07:37 PM IHT: Raise lux tax so Barrow can grow and produce settler.
IBT:
Turn 1: Barrow, Settler to Settler. Heading south.
Turn 2: lose vet sword attacking reg warrior in the open. IRS sword to worker
Turn 3:
Turn 4: Trade for map making and 83 gold from Iro for Philo. Start on Currency. Found ACLU.
Turn 5: Barrow settler to settler.
Turn 6: Kill english Warrior, they will take peace but not offer anything.
Turn 7: Build a pult start another.
Turn 8: SG builds granary. We need luxes online.
IBT: A Barb whacks a settler. Only becuase an iro city disturbed their camp.
Turn 9: Not much
Turn 10: Settler heading to the dyes.
romeothemonk Aug 13, 2004, 10:22 AM A couple of comments on the game. We should be a lock for currency at first. The English are just sending up 1 warrior or 2 at a time, very easy to deal with. We can get peace with them whenever. SG and barrowlands are 4 turn settler factories, (I think SG might be 5) and I count at least 7 city spots left for us. Our military cities should probably go, sword, worker sword worker, etc.
In our next 20 we will want to take the Iro horses and probably iron as well.
These comments are a little rushed as I had a date with my fiancee last night right as I was finishing the turn set.
The next settler to pop should go to the tundra to get the game and the silks. It might be really close to the Iro city, but that is okay. I am really sorry about the settler loss, but I was careless. We can front fill 2-3 more cities, and I would raze the Iro iron and horse cities and replace with real cities. Replacing with our cities will allow 4 cities instead of 3.
I would research at max speed to get us out of the AA, and as we have a lot of gold, the less gold we have the better. (less to demand) Then we can truely pick our battles. Next player should get a bunch of swords, a tech and 3 cities, and possibly our first lux. 2nd Player should get to lay the hammer to the Iro.
DeceasedHorse Aug 13, 2004, 01:07 PM Codjo Stejans is up.
6thGenTexan Aug 15, 2004, 11:22 PM With Codo MIA, I've got it.
6thGenTexan Aug 16, 2004, 02:41 PM We are weak compared to England, Iroquois and Babylon but average compared to Germany. Elizabeth has nothing to offer with peace so we will stay at war.
IBT Kill the barb horse near Nixon City.
925BC-1 IRS sword-->worker Hammurabi has written the Code of Laws but wants Monarchy for it.
900BC-2 Superfund Site worker-->harbor….for growth
IBT See an English warrior and archer approaching.
875BC-3 Barrowlands settler-->settler IRS worker-->sword Nixon City spear-->sword
IBT Babylon drops off a settler/warrior south of IRS. I have a settler there now. Another English warrior arrives.
850BC-4 Abu Ghraib catapult-->barrack English archer misses our sword who handily kills the first warrior. Hanging Chad (name from city list was Miami so it fits) founded south of IRS and starts a warrior. I was not able to plant this city where I wanted to but I denied Hammi any room. (Isn’t that evil to steal the dyes from him?)Warrior from IRS heads south and IRS switches from temple to spear. I’m not sure if Hammi will get mad at us for dropping that empty city under him.
IBT Archer easily kills my reg spear fortified in a forest, capturing a worker.
825BC-5 Shadow Government setter-->settler Our catapult misses the archer but the sword promotes to Elite killing him. Unfortunately the worker was already killed.
800BC-6 Currency arrives and we start on Construction. Little Big Horn riots. Last Englishman dies. Change research to Literature. England has Construction and Babylon has CoL so we do not need to research either. Cannot get a good deal from either. Do not want peace with England nor give Hammi his free tech for the next age.
IBT Babylon starts the Colossus.
775BC-7 Barrowlands settler-->settler Black Death founded between game and silk east of Superfund Site and starts a barrack.
IBT we get the Forbidden Palace Message. Berlin completes the Oracle.
750BC-8 IRS sword-->sword Send Elite Sword on journey to England
730BC-9 ACLU spear-->granary
710BC-10 Techs are still un-traded. England is no logner taking Currency for Construction. They must be researching it. We have two setters to move: one west of Abu Ghraib that can settle on the spot or move back north one square and the other near Nixon City to go anywhere or replace Allegheny. We have two swords to move: one next to the setter/reg warrior that Hammi dropped off a while ago (they are on the move), and the Elite heading to England. Since he has not gotten very far, he should go back to aid in the capture of Grand River before the worker completes the road on the iron.
If you want to smack the Babylonian settler, get CoL first.
We also need to come up with a good dot map.
The Game (http://www.civfanatics.net/uploads8/DARKEMPIRE2-710BC.SAV)
DeceasedHorse Aug 17, 2004, 12:07 PM Hooray is up.
Hooray Aug 17, 2004, 01:05 PM I could have sworn I posted a "got it." Oh well, here are my turns, anyway.
Pre-turn:Unmoved Settler founds on the spot to form Patriot Act. Would have moved one tile south, but then would not have gotten Fish resource, which is the only high food tile in the area. The other unmoved Settler is moved back to Nixon City for safekeeping until after we take down the Iroquois.
Make peace with England. We throw in Monarchy, and in exchange they give us Construction and 9g. Also trade Monarchy and Philosophy to Babylon for Code of Laws. Hey look, we're in the Middle Ages now! First ones there, too!
Then I declare war on Babylon, and capture their settler pair, taking no damage.
Elite Sword heads back to Abu Ghraib.
Whew, pretty long for a mere Pre-turn.
1 690 BC: IRS and Abu Ghraib riot, because I didn't count on the war happiness ending. My fault entirely.
SG Settler->Settler.
Also get a Palace expansion.
2 670 BC: Barrowlands Settler->Settler
3 650 BC: Literature learned. Now researching Feudalism at 70%, 0gpt, due in 28.
Put a sword following an Iroquois reg-warrior-guarded settler pair.
Lawyer-ville founded in the west.
Road to Dyes is completed! I change some entertainers to scientists, shortening our Feudalism research to 23 turns.
4 630 BC: IRS Sword->Sword
Little Big Horn Barracks->Spear
5 610 BC: Nixon City Sword->Sword
Research upped to 80%, -3gpt, Feud due in 17.
6 590 BC: Road to Silks built!
England starts Artemis and Colossus.
7 570 BC: Babylon kills our scout.
SG Settler->Settler
8 550 BC: Barrowlands Settler->Sword (We need military more now)
Little Big Horn Spear->Sword
Lawyer-ville Warrior->Barracks
Sin City founded on the west coast.
9 530 BC: Germany starts Artemis.
IRS Sword->Sword
Okay, this may be a bit hasty, but I declare war on the Iroquois. Their settler pair is about to take a city spot I really want. Capture that Settler pair with a sword, losing only 1hp.
Sword kills Iro conscript warrior near IRS.
Make straight peace with Babylon.
10 510 BC: Patriot Act Warrior->Barracks
A Volcano destroys the Iroquois city of St. Regis! [dance] A good omen for us, perhaps?
Vet Sword attacks Allegheny, killing a spear and losing 3hp.
Reg Sword attacks Allegheny, killing a spear and losing 1hp, also revealing that there is still one reg sword defending the city. Damn.
Decide not to risk attacking Grand River with only two swords, and pillage the Iron instead.
Notes: There are two Settlers in the west. One should found on the northern tip. The other should found on the river/coast southwest of Shadow Government. An Iro warrior popped out of the fog south of undefended Sin City. The injured sword in the area can hopefully defeat it.
Lookout for the Iro warrior at ACLU. He might pillage our Dyes road.
The swords attacking Allegheny probably need to retreat and regroup. The ones at Grand River can probably stay on that mountain until reinforcements arrive. Allegheny needs to be a priority.
Save and screenshot follow.
dreamvirus Aug 17, 2004, 04:58 PM I have it. Should get it back in an hour or two.
dreamvirus Aug 17, 2004, 07:23 PM Comments before starting: the cities are in an excellent state - I can hardly find a single thing to improve through micromanagement. IRS is unhappy and will riot and can still make a sword in 3 if I make a scientist. I also change Abu Ghraib's entertainer into a scientist and we shave a turn off Feudalism to make it in 11. Everything else seems fine. Nothing we can do about the warrior poised to pillage our Dyes road, however, and if he does so we may have rioting next turn. I therefore change my mind and make entertainers instead of scientists. We still make Feud in 12. Hit go.
IBT: Oh boy. Warrior attacks and KILLS our swordsman on a hill near Sin City. Now it's 2 squares from an undefended city. In slightly better news, the warrior on the road doesn't pillage, he attacks the city with the spear in it and dies without doing any damage.
490BC: Abu Ghraib Barracks -> Swordsman
Nixon City Swordsman -> Swordsman
The Iroquois are building T of A and the Hanging Gardens
Babylonian city of Eulbar appears at our Southwestern tip
Swordsmen near Grand River fortify and wait for backup.
Sin city will be lost in 2 turns so I rush a warrior there for 28 of our precious gold.
I can't place that settler near Shadow Government until we deal with that clearly deranged Iroquois warrior so I switch Shadow Government from Settler to Swordsman, it will be ready next turn.
Worker moves to hook up our horses, Settler goes to Northwest tip. Swords near Allegheny retreat.
IBT: nothing. There's an English warrior wandering towards Grand River. The nasty Iro warrior fortifies on his hill.
470BC: Shadow Government Swordsman -> Settler
Sin City Warrior -> Temple (for border expansion to get whale)
Sword moves towards Iro warrior.
Halliburton founded on Northwest Tip, begins warrior.
Vet sword and 2 catapults move out of Abu Ghraib towards Grand River
IBT: Nothing
450BC: Barrowlands Swordsman -> Swordsman
IRS Swordsman -> Swordsman
Abu Ghraib riots. I make a taxman. Need to keep a closer eye on that.
Black Death Barracks -> Swordsman
Swordsmen and pults move towards Grand River.
Nothing much else.
IBT: Iro sword moves out of Allegheny towards us.
Little Big Horn Swordsman -> Swordsman
MM to get LBH sword 1 turn quicker
430BC: Reg Sword attacks Iro regular Sword, does 1hp damage and dies. Great. Maybe I should have tried a vet but I wanted to save them for the city.
Vet sword attacks, takes 2 hp damage but wins. 2nd vet follows for protection.
Our stack near Grand river moves 1 square so we're not attacking across a river and is joined by 2 more swords. We now have 5 swords and 2 catapults ready for the assault there.
I am wary of attacking the fortified elite iro warrior on a hill with our reg sword. his stats are 2 defense * 4 hp versus our 3 attack * 3hp - 8 v 9 isn't a sure thing at all. If he attacks us IBT on the other hand, it will be 5 * 1 versus 2 * 3. which is also not sure but 5-6 is marginally better for us than 8-9. If only he was a Vet :( I am going to try to tempt the warrior to come down. I move our settler into position and he is joined by the sword.
Our horses are connected now.
IBT: My swordsman tactic paid off - the elite warrior comes off his hill to attack our swordsman/settler pair. The sword wins, takes 1hp damage and promotes to Veteran!
410BC: Our catapults fire and do absolutely nothing. Attack anyway!
Vet Sword defeats reg Spear taking 2hp damage
Elite sword defeats reg spear taking 3hp damage, and Grand River is ours! Turns out we could have taken it with just the sword pair on the mountain after all...but it's always better to go slow and be sure.
No resistance. I set about starving the populace down to 1 anyway just to be on the safe side. There were 2 workers inside which we capture, they will begin on a road back to the rest of our Evil Empire.
By the way, was it just random chance that put us next to the Iroquois as our first CIv victim? Eerily accurate if so...
The rest of our attacking stack moves into the city bar 1 swordsman who moves on to the mountain to make sure a nearby Iro warrior doesn't.
We settle Area 51 on the river delta southwest of Shadow Government.
Hiwatha will talk to us, and offers 3 gold for peace. We are sensing weakness, and decide to press ahead with our manifest destiny.
England have The Republic and will trade it to us for Literature, Currency and 55gpt. Seeing as this will force us to stop researching Feudalism except on a lone scientist, and seeing as we are an evil empire that rejects representative governments, and also that there are no 2fers on, I think this is a rotten deal and I don't go for it.
IBT: Iroquois reg sword attacks our fortified vet sword out of Allegheny, redlines and wins. THe attack on Allegheny is not going well so far. I think I may retreat (again) and wait for overwhelming force.
390 BC: IRS Swordsman -> Swordsman
Nixon City Swordsman -> Swordsman
ACLU Granary (WTF? I missed that. What use is a granary in that city?? A barracks would have been much more use. Oh well.) It's not growing so I set it to build a worker.
I change my mind and decide to attack Allegheny with the reduced stack of 3 swords (1 wounded) seeing as reinforcements are not far behind anyway.
Vet sword defeats reg spear taking 1hp damage.
Vet sword defeats wounded vet sword, taking 1hp damage, and captures Allegheny! There's 1 resister.
Vet sword defeats vet Iro warrior south of Grand River and promotes to Elite taking no damage.
We now can't get peace with Hiawatha because he has no money and won't yet offer us a city.
WTF?? I just noticed we have a settler fortified in Nixon City. OK, just read back over Hooray's turnlog and it's for settling the Iro lands. Well, I think there's a better spot that I can see right now...next to the ivory where that volcano blew up one of the Iro cities! Ivory can only mean one thing as we all know... :satan: I am going to send him over there. We can make another for the eastern Iro lands. The English are already building S of Z but with a canny prebuild we could take it. I start a Palace prebuild in Nixon City and send 1 of our spearmen from Little Big Horn as MP for when it grows. If anyone disagrees with this decision, or if someone beats us to the ivory, then we will find out in 4 or 5 turns and won't have lost anything. Prebuilds are always useful in general anyway. If we got S of Z, we would be doubly evil :satan:
IBT: Hiawatha builds Kahnawake near the ivory! :-O Well, now we have our next target.
370BC: Barrowlands Swordsman -> Horseman
Shadow Government Settler -> Settler
Black Death Worker -> Swordsman ( I set Black Death to worker on the previous turn in order to free up more shields for our prebuild in Nixon City).
Resistance ends in Allegheny. Starve!
4 swords and 2 cats head for Kahnawake.
3/4 Vet sword takes out fortified reg archer near Mauch Chunk without taking damage.
Babs have taken our good city spot on the southwest tip so our settler in Shadow Gov moves west.
IBT: Iro warrior moves up to Allegheny. 2 iro warrios move past our big stack heading towards Kahnawake.
English complete S of Z! OK...so I didn't quite realize they were that close :-D Oh well, Kahnawake's ivory will still be useful. I'll stop the prebuild though.
350BC:
Vet sword defeats reg warrior near Allegheny taking 1hp damage
Our stack continues towards kahnawake. The two wandering iro warrios can be taken care of by our swords in Grand River. DOH - just realized our catapults will be no use, Kahnawake is totally surrounded by unroaded mountains!! Sending them back.
IBT: Iro warriors move towards Grand River. We also see a MOUNTED WARRIOR near Allegheny! Uh oh.
330BC: IRS Swordsman -> Swordsman
Little Big Horn Swordsman -> Horseman
ACLU Worker -> Harbor
Catapult takes 1hp off vet warrior
Catapult takes 1hp off reg warrior
Vet Sword defeats vet warrior, no damage
Elite Sword defeats reg warrior, 2hp damage
Stack moves into mountains beside Kahnawake
Decisions to be made near Allegheny. Can't reach the mounted warrior but he can reach us next turn. Retreat all forces to allegheny and let the MW attack a fortified sword in the city? I decide to be bold. Let the Iros have their Golden Age, it's not going to do them much good without any cities.
2 Vet swords move up to Mauch chunk, 2 move to defend Allegheny.
Hiawatha will GIVE us Kahnawake for peace. Seeing as we are going to destroy it and put our own settler there I don't see how this is a good deal.
Reduce science by 10% and stillmake Feudalism in 2.
Babs have Republic and will trade it to us for Lit and Currency. However this will put them into the Middle Ages and give them a free tech so I think we should hold off on it until we get Feudalism and see where we are.
IBT: Iro Mounted warrior runs around and attacks nothing. 2 archers within sight of Allegheny now. Ooh, archers. Scary.
310BC: Nixon City Swordsman -> Worker (it's not growing. Time to chop some forests around there)
Superfund Site Harbor -> Barracks
OK, here we go.
Vet Sword defeats reg spear in Mauch Chunk, takes 2 hp damage
Vet Sword redlines reg spear in Mauch Chunk and loses!!! :-(( That really sucks. We should have had that city.
Vet sword attacks reg Mounted Warrior, it retreats with 1hp left. Could kill it but would leave Allegheny undefended. Decide I can't do that - even though I can't see anything in range, the Iros have mounted warriors and could send one right in from a square we can't see.
Elite Sword kills reg warrior, destroys Kahnawake.
...and that's it.
Observations: Well, leaving aside some minor upsets we're doing well against the Iro. They will probably get their Golden Age soon if we stay at war. ON THE OTHER HAND...they will give us Mauch Chunk for peace, and we will not be in range of their other cities for a few turns, so we have the option of peace. I will leave that decision to whoever is up next though. We have lots of swords and might want to think soon about building marketplaces to get our income up and deal with our unhappiness problems. We have 2 settlers, 1 heading towards the ivory spot and the ruins of Kahnawake, the other one heading towards the Northwest Iro lands. We're getting Feudalism in 2 turns. We can get republic from Babylonians but I think it's a bad idea to slingshot them into their free tech until we are in the Middle Ages, after all we might get an SGL from Feudalism, you never know ;-) We're already almost twice as big power-wise than any other civ. Life is good for the Evil Empire...
dreamvirus Aug 17, 2004, 07:41 PM http://forums.civfanatics.com/attachment.php?attachmentid=65244&stc=1
Hooray Aug 17, 2004, 07:48 PM Excellent turns, dreamvirus! Way to :hammer: the Iroquois. I was a bit nervous about having started that war with such thin forces, but now I don't regret it at all.
It would be nice to capture Centralia. I have a feeling there might be oil up there. Unless the Iroquois are willing to give it up in negotiations, in which case it's almost certainly useless.
romeothemonk Aug 17, 2004, 10:13 PM Looks brilliant. I think DH is up. Where are the Iro's getting their horses from? We have their horse city. We also have two cities to rename. I vote we alternatively name the captured cities as well. I think Tippacanoe, and maybe 3 valley's? Wounded Knee? There are a few more victories over the Iro that we could name.
Hooray Aug 18, 2004, 07:16 AM My guess is that the Mounted Warrior/s was/were being built before we took the horses. My guess is we won't be seeing much of them after this point.
As for renaming the cities, I think we should have a Trail of Tears at some point. And Salamanca should eventually be renamed Iroquois Reservation or something like that.
DeceasedHorse Aug 18, 2004, 01:03 PM Got it. Nice job virus
DeceasedHorse Aug 18, 2004, 07:29 PM Preturn: I decide against peace, for now. The iro’s are insisting on keeping Centralia, which means it likely has a resource nearby. Decide that the capital will build a market after it finishes the horse; we need the happiness and something like an economy would be nice.
IBT: The redlined Mounted warrior attacks our wounded veteran swordsmen but is defeated, and the sword promotes to Elite.
Turn 1: Troops shuffled around. Kill an Iroquois archer on the frozen plains of Mauch Chunk.
Turn 2: Feudalism research finishes, start on Monotheism. The Iroquois build the Temple of Artemis in Salamanaca, leading to bunch of wonder-shuffling among the AI’s but no other wonders are completed. Science lowered to 60% so we can build our treasury back up as well as upgrade our swords.. I notice that I seem to have spelled our civilization name ‘American Emipire’. Crap, I knew that something would go wrong. Haha.
Kill Iroquois spear with a swordsmen.
IBT: Iro Mounted warrior takes out one of our swords. GA time for them, I suppose.
Turn 3: Found NSAtown a tile AWAY from the volcanic ruins, on top of the ivory. Found Big Bighorn to the Northwest of Nixon city. Alleghany renamed to Wounded Knee.
IBT: The Germans finish the Hanging Gardens in Berlin. We are running out of wonders that can trigger our GA. At this point we would have to build the Manhatten Project, or more likely the Hoover Dam + an expansionist wonder unless we somehow get the great wall. Copernicus’s is our best bet.
Turn 4: Marching. Kill a spear in Mauch Chunk; the city will fall next turn. England has reached the MA.
IBT: Iro archer kills one of our swords in the deserts of Cattarugas.
Turn 5: Kill Iro archer in the desert, bombard Cattarugas. Elite sword dies against regular spear defending Cattarugas. Mauch Chunk falls with no losses. Sieze two slaves.
IBT: Iro marines land near Mauch Chunk. An Iro archer appears out of the fog north of Black Death. Babylon starts the Great Library.
Turn 6: Hammurabi must have drawn Feudalism when he advanced in age as we are now down Republic to him. England has little to offer in exchange for Feudalism, and Germany is hopelessly behind. Elite Sword whacks the Iro archer marines, no leader though. MDI kills Iro archer out of Niagra falls.
IBT: Iro archer advances on Black Death. Wounded knee riots, hire specialist. Stupid English warrior keeps blocking our road network near Mauch Chunk.
Turn 7: Hurry MDI in Black Death. More skirmishes in the desert as our army struggles to bring down Cattarugas.
IBT: Iro archer tries his luck against Black Death and is defeated. Iros counterattack near Oil springs, killing one horse and retreating another. Babylonians finish the Collossus in Ashur.
Turn 8: Defeat Iro archers near Oil Springs. Swords advance on Oil Springs.
IBT: Lose an MDI near Niagra falls due to stupidity. Iro borders expand en masse due to the ToA, greatly complicating our battlefield healing and strategic movement.
Turn 9: Cattaraugas finally falls to an all-out attack by two swords and an MDI backed with catapult support. Kill two spears and an archer with no losses. The city has a barracks, thankfully. Shadow Government riots again, switch to temple and hire a specialist to fix the problem permenately.
Turn 10: The Capital will riot due to growth next turn so I hire a scientist. Once Ivory is hooked up, this won’t be a problem. MDI loses two hp killing a spear in Centralia, mostly due to an archer’s defensive bombard. The MDI will probably be killed by the archer on the next IBT, sorry. Found Albulquerque next to the river near Mount Lincoln, the volcano which I just named as I was writing this sentence.
Summary: Not much. Definitly could have played better, just a little burned-out at the moment. We have units in range of Niagra Falls and Oil Springs, with the rest of our offensive force holed up in Centralia where they can upgrade (once the Iro slaves connect the city that is) and then march north in the Iro core. Let’s try and capture the Iro capital before ToA expires; all the free border expansions would be nice as we don’t have much in the way of culture. Consider alternating the capital and IRS, our two most productive cities, between infrastructure and military build depending on how the war goes. Area 51 is building a flying saucer/galley to look for the other landmass(es). Once we eliminate the Iroqious, we will control the chokepoint north of Nuremberg which will greatly simplify any future wars with the southerners. Be sure to make a strong effort to secure Copernicus’s so we can get a GA before the game is over. We’ll also want to decide where to build the FP; right now Niagra Falls looks like the best spot but by all means let’s talk it over. Monotheism is due in ten currently, largely due to a fair number of Iro scientist-slaves.
DeceasedHorse Aug 18, 2004, 07:35 PM ROSTER:
DeceasedHorse-getting ready to leave for school
Romeothemonk-UP! Finish off the Iro's, will you?
Codjo Stejans-Auto-skipped until he returns from the Bermuda Triangle
6thgen: On Deck
Hooray Aug 20, 2004, 10:46 AM Hmm, maybe you should send a PM to romeothemonk. I sure hope he hasn't gone AWOL as well.
romeothemonk Aug 20, 2004, 04:19 PM Got it now.
romeothemonk Aug 20, 2004, 06:41 PM IHT: Swap Barrowlands to INfra. We now have hudson river, rosebud reservation and pine ridge. Rosebud and Pine ridge are two large reservations near Rapid City.
IBT: Iro's promote an MDI near Cnetralia, Babs complete the MoM.
Turn 1: Flawlessly lose an MDI to a reg spear. Then the same spear retreats two of our horsies.
IBT: not much. Barrowlands is going for a library. Skimming some more workers, trying to consolidate our troops into effective groups.
Turn 2: Capture Oil Springs, rename to Oklahoma Territories. (Fitting kind of)
IBT: NOthing of Note.
Turn 3: Setting up our rear with Markets. Capture Tonawanda, becomes Tippacanoe.
IBT: Not much
Turn 4: kill an iro warrior, but a wounded sword is now exposed. Heal and march.
IBT: Iro land troops but we should beat them off easily.
Turn 5: Found Spamville. Have been playing with the sliders and such. Mono due next turn.
IBT: Mono comes in, starting on Theology. Iro MW comes out of Salamanca and whacks an MDI. Doh.
Turn 6: Capture Niagra Falls, rename it to Whiteclay.
IBT: Lose a sword to an archer.
Turn 7: Kill 2 spears at Centralia. Start clearing some pollution. Engineering is out there, but we cannot get it yet. We have a mono on mono. Sorry couldn't resist. The Iro will give up their city with Incense and Iron for peace.
IBT: Nadda.
Turn 8: Centralia joins the evil Americans and becomes ... Native American Casino. (Hope no one is a PC freak). Barrow builds our first Library and promptly knocks 2 turns off of Theo. I gift the Germans Currency, they become happy. NUTS. They pull mono, breaking our monopoly. Arrgh. They were supposed to pull engineering. Sell to Hammi for 14 gpt and 28 gold. Theo is now due in 10.
IBT: A surprise counterassualt means pine ridge will fall.
Turn 9: Salamanca kills an MDI and a sword and a horse, and redlines 2 more horses.
IBT: Pine ridge does fall, we lose 1 gold.
Turn 10: I kill 2 spears, including an elite at Salamanca. I lose a sword. Our Offense is gassed, as I did an infra push.
The IRo will still give their city with the iron and the incense for peace, but will not give up pine ridge. We can deal continue the war and almost assuredly recapture pine ridge, but it might cost us some units. Next emporers call.
The Save is correct, just misnamed.
6thGenTexan Aug 20, 2004, 10:52 PM I've got it.
6thGenTexan Aug 21, 2004, 06:00 PM I hold off on Peace to see what I can do at Pine Ridge.
IBT Whiteclay flips losing a horse.
110AD-1 Capture Pine Ridge. We have no more military so I take Tyendegaga, a worker and 9g for peace. Workers working.
130AD-2 Patriot Act pike-->aqueduct
150AD-3 IRS Market-->Forbidden Palace Shadow Government market-->Settler. Big Big Horn spear-->temple
IBT Tippacanoe flipped back but it was empty.
170AD-4
IBT New door to the Place.
190AD-5 Black Death harbor-->pike
IBT Nice obelisks added to Palace grounds. Babylon starts on Leo's. England completes the Great Wall. Germans start the Great Library.
210AD-6 Shadow Government settler-->barrack Rosebud Reservation warrior-->Harbor Sin City temple-->barrack
IBT Babylon starts Sun Tzu's.
230AD-7 ACLU Harbor-->barrack Theology arrives and start on Printing Press. We have no ships looking for the other continent and this will help speed up our contact. Swap Hanging Chad from galley to temple.
Russians complete the Great Library. The Chinese complete the Great Lighthouse.
250AD-8 Superfund Site pike-->pike
260AD-9 Barrowlands cathedral-->pike. Abu Ghraib courthouse-->temple
270AD-10 Shadow Government barrack-->pike
My thoughts: at this point of a game, I’m usually running no research and using the gold to run buildings. In this game, we have yet to meet all civs and have out grown our military and our economy. I went for PP to meet the others the easy way. When it arrives, I’d turn of research for a while and play the trading game.
I have 2MI and a settler in the southwest ready to move against Babylon. There are several turns left in a deal with them. Because of the need to trade, I would wait on that deal. That also gives us some time to get a couple of more troops there and protect our coastal cities. Taking the town and planting the settler should fill out our west.
Barracks are building pikes to put one in every town. Most of the Iroquois towns are empty.
I chose IRS for the FP since we will end up as Communists, location does not really matter. If someone has a better choice go for it.
I think we are a good 20 turns from having the military to remove the Iroquois. We can easily fend off the Babylonians if we fortify our coast. It will take about 20 turns to build up our military to finish off the Iroquois.
Workers have been focusing on roads for income and irrigation second.
Do not worry about the wonders for our GA. Only hope our neighbors build them. We will control all build on our continent in time. If we control two qualifying wonders, then all we need to do is build any wonder for our GA. That is unless this was fixed in one of the patches.
The Game (http://www.civfanatics.net/uploads8/DARKEMPIRE2_270AD.SAV)
I think we are back to Hooray with Dreamvirus on deck.
DeceasedHorse Aug 21, 2004, 09:19 PM We will get Hoover Dam for sure which means that we only need to worry about securing Copernicus's; I could have sworn that capturing a wonder did not fufill GA requirments but I've never tried it.
romeothemonk Aug 21, 2004, 09:34 PM Tex is correct. I've triggered a GA by capturing wonders, and then building the next one. I really only see smiths and Bachs as the must haves in this type of scenario.
I apologize to Tex and the rest of the team on the scant military. I really thought we were more of a builder than a conquerer. The number of flips really surprised me, but hey, we will bring our culture with us and our pointy sharp metal things. I vote for making all horses, knights or cavs for offense now, cause even in evil America, Speed kills. Do we want to have builder turns or War monger turns? If we can, ally England against Babylon. That way we don't have to see that many AC's.
6thGenTexan Aug 21, 2004, 10:47 PM The flips are due to the Temple of Artemis. We ran out of units before we got to Salamanca to take it.
I do not think we need some true builder turns. Us Evil Americans cannot be too nice to our neighbors. We can have a short war versus Babylon before the AC's can get to us then finish off the Iroquois. When we are ready to move south, bring in England ot attack Germany. They will send their troops away from us as we take the lone German city in the choke. After that we can be evil and break the treaty and bring Germany against England.
romeothemonk Aug 21, 2004, 11:33 PM The English have the SOZ, So I would have them hit the babylonians. The Germans with their aggresion level will declare on us with the drop of a hat.
Per the Variant rules, we should secure our continent ASAP, so I would do a full speed to knights, and then waltz all over everyone that we can. We cannot invade cross continent until we have F-16's. This could be a while from now. I am soory for forgetting this detail, but a full and complete halt on Infra until the continent is secure would be the best thing in my opinion, as we then have 1+ full age to get infra.
Hooray Aug 22, 2004, 09:01 AM Got it. Will play some time today.
Will look to remove the Babylonians from our West, and build up for war with Iroquois again.
Hooray Aug 22, 2004, 02:04 PM Pre-turn: Good lord, we have NO military, and yet we're building Temples in empty cities. Switch most captured Iro cities from Temples to Pikes.
1 280: Barrowlands Pike->MDI
Area 51 Temple->Brax
Send an MDI to sneak a peak at Eulbar's defenses. Good, only Spears and not Pikes.
2 290: Babs demand our MDI leave. We comply in order to lull them into a false sense of security.
Hudson River Pike->Worker
Nixon Market->MDI
Halliburton riots since it has no MP.
3 300: SG Pike->MDI
Black Death Pike->Horse
Switch Halliburton Harbor to MDI. Military is more important right now.
4 310: Barrowlands MDI->MDI
Abu Ghraib Pike->Horse
Little Big Horn Market->Pike
Halliburton MDI->Brax
5 320: I could have sworn something happened on this turn, but there's only a blank in my notes. I guess I just forgot to write anything down.
6 330: Superfund Site Pike->Catapult
Babs are building Knights Templar :eek:
Babs and England both have Chivalry
7 340: Printing Press researched. Trade PP and Iron to England for Chivalry and Engineering. It is revealed that Babs and England also have Invention, but will not trade it for anything.
Research set to Education at 10%. Want to build up some money for cash rushes and/or trades.
Barrowlands MDI->Knight
Wounded Knee Brax->Courthouse
SG MDI->Knight
ACLU Brax->Galley(for exploration to find other civs)
Spamville riots.
8 350: Lawyerville MDI->Pike
Rush Pikes in Spamville and Pine Ridge for 84g total.
9 360: IRS Forbidden Palace->Knight
Pine Ridge Pike->Brax
Nixon MDI->MDI
Sin City Brax->Pike
Spamville Pike->Brax
War declared on Babylon. MDI troops approach Eulbar.
10 370: Hudson River Worker->Brax
Little Big Horn Pike-Pike
Eulbar burned to the ground with no fuss. A vet MDI is redlined, but that's all.
NOTES: A few MDI should patrol the southern coast to intercept any possible Babylonian invasions.
Keep building troops and send them East for future war with Iroquois. We've built up some cash for a few Knight rushes if necessary.
Be warned that our trade route with England goes through Iroquois lands. Declaring war within the next 13 turns or so will destroy our rep. I apologize for selling them the Iron, but it was the only way to get Chivalry and Engineering.
dreamvirus Aug 23, 2004, 03:05 AM Hi there, all, really sorry about this but personal and marital problems that I am now trying to solve are meaning that I am giving up Civ3 for the foreseeable future. Sorry to let you down, good luck with the game.
DeceasedHorse Aug 23, 2004, 10:40 AM Dreamvirus: Those certainly seem like valid reasons to give up a silly computer game. (Blasphemy!!) It was nice playing with you, if only for a little while. Best of luck resolving your personal difficulties.
DeceasedHorse Aug 23, 2004, 10:45 AM I will take the save. PM to If only sent to see if he still wants to join.
dreamvirus Aug 23, 2004, 11:32 AM Thanks DeceasedHorse. It had gotten to the point where I was playing every evening for hours and my wife and I were barely talking any more. It was not the only problem and I'm sure everything will be fine but we are both taking time away from the Internet and games for a while (we're both big geeks!) to reconnect and get our lives together a bit more again. I'm sure I'll play again. Probably when Civ4 comes out ;-)
All the best.
6thGenTexan Aug 23, 2004, 01:12 PM You will be missed and we will look forwrd to your return.
Samson Aug 24, 2004, 03:52 AM Hi Everyone,
So I am coming to join your evil empire :evil: Thanks for inviting me.
It all looks good, I hope I can keep up the good work you have all started. I shall have a read through the thread to catch up on what is going on, but it looks to me like you have a very powefull start.
I could not find mention of the level you are playing at? If someone posts a roster I shall know when to play.
[EDIT]
Couple of questions re. the rules
VARIANT RULES:
DEFIANT (My Definition): We do not, under any circumstances, pay for a peace treaty. We are free to sign peace so long as the deal is straight up or if the enemy will pay even a single gold piece. We do not cave into demands, ever. We are allowed the options of making military alliances and signing ROP?s; however we may not pay for them.
So are we allowed to give in to demands? No one seems to have so far. What about accepting "move or declare war" demands? Someone did (post 62).
[EDIT 2] And do we expect to ever be able to use MA's to get people into war? I would guess we would always have to pay unless they were already at war with the other civ.
EVIL EMPIRE: Representative governments are not permitted. While we may present the illusion of an elected ruler, this is just a propaganda tool.
What is having the "illusion of an elected ruler"? Surely this does not mean we can go into the representative governments? Is that just a description of Communism / Facism?
DeceasedHorse Aug 24, 2004, 12:25 PM RE: Demands-> 'Caving' means giving into the AI when it trys to extort money, techs, maps, ect. We are not permitted to do this under any circumstances; it has not come up so far because our relative power level is such that we have not been targeted yet.
RE: Difficulty Level: Emperor. So far things have been running smoothly; we drew an excellent start with the right strategic resources available. Often times refusing to give into the AI at all leads to the game becoming almost an Always-War variant; we have just been lucky so far. In our last try at this variant we got stuck in a jungle and gradually overrun by the AI.
RE: Evil Empire: Yes, this means that we can have an 'elected' dictator or somesuch, and we cannot become a real republic or democracy.
RE: Roster: I will be playing later today. I leave for college tommorrow and I do not know when I will be available again. My civilization 3 CD was broken (my dog ate it, literally) recently and I am not sure if I will be able to get it onto my lap top. Atari does not replace damaged disks AFAIK and I have already bought civ 3 twice and am loate to spend 30 bucks on Civ 3 gold or whatever the current edition available is; maybe I can find it used some place.
ROSTER:
On the Bench:
Dreamvirus->More important things to do
DeceasedHorse->Off to school
Codjo Stejans->Abducted by Aliens
On the Field:
Romeo the monk-> On Deck
6thGenTexan-> In the hole
Hooray
and introducing: If_Only_We_Were
BTW, If_Only, what does you screenie mean? Do you have any preferred, uh, nicknames, cause it is kind of obnoxious to type out.
Hooray Aug 24, 2004, 01:09 PM So are we allowed to give in to demands? No one seems to have so far. What about accepting "move or declare war" demands? Someone did (post 62).
It wasn't "move or declare war." It was one of those "Is that an Evil American hobo near Eulbar?" type things, where the AI just gives you a warning. And my justification for complying (other than I didn't want to start the war just yet) was to fool them, which seemed like an evil enough reason.
DeceasedHorse Aug 24, 2004, 08:04 PM Preturn: England is up Invention on us; she will part with it in exchange for 440 gold +38 gpt. Not worth it at this point; I will wait until she sells it around a bit. Spend 200 gold to rush a library in Oklahoma Territory. Swap Abu Gharib’s knight to an Aquaduct and rush it.
IBT: Babylonian Galley spotted off the coast of Hanging Chad.
Turn 1: MDI moves to intercept any possible amphibious landings. Swap Haliburton to worker; we are a bit short on labor. Found Scopes Monkey Trial on the Babylonian ruins. Upgrade a couple units.
IBT: No landings take place. The Germans get techs from someone as they start on the Knight’s Templar and on Sun Tzu’s.
Turn 2: No big changes. I decide to take a shot at Knight’s Templar myself. The Germans are building it in size-two Heidlburg; only the Babylonians building it in size 8 Ashur are a threat. The capital is currently making 18 spt, can probably reach 20 with a bit of work. Templar will take 17 turns to finish; that’s about four knights and we cannot even start another (real) war for awhile anyway. There are plenty of other wonders still open as well.
Turn 3: Still no landings; looks like Hammi has nothing. The U.S.S. Amistad sets sail for the unknown (yes I know it wasn’t actually an American vessel). Rush the Courthouse in Wounded Knee.
IBT: Shadow Government hits size 12 and riots. England starts KT.
Turn 4: Switch Taxmen in SG to Entertainer. Rush Courthouse in Albuquerque.
IBT: Albuquerque riot because I am stupid. The Babylonians finish Sun Tzu’s in Nineveh, leading a wonder cascade that takes Knight’s Templar (English finish it). Ah well.
Turn 5: Swap Barrowlands to Knight with no waste. The Babs will talk peace; they have Education at what looks to be a monopoly. Sign a peace treaty in exchange for a discount on Invention: 179 gold + 35 GPT.
IBT: The Babs build the Sistine Chapel in their capital.
Turn 6: The Babylonians and the English are both up Gunpowder. Education remains an unbuyable monopoly. We could buy gunpowder, but I don’t see the need right now; I’d rather rush-buy stuff than feed the AI’s coffers any more. Rush Barracks in Albulquerque.
Turn 7: Rush a barracks in Oklahoma.
Turn 8: Not much.
Turn 9: Much not.
Turn 10: Troop training continues. La Amistad survives a turn at sea.
Mostly built up our defenses and infrastrucure while maintaining a steady stream of Knights and MDI towards our soon-to-be reservation in the east.
romeothemonk Aug 24, 2004, 09:35 PM Guys, I need a skip here. I have to get used to a real schedule again, not staying up and playing civ till past midnight.
Thanks
Samson Aug 25, 2004, 03:18 AM BTW, If_Only, what does you screenie mean? Do you have any preferred, uh, nicknames, cause it is kind of obnoxious to type out.
It was the first thing that came to my head when I wanted to post a quick question the first time I came to this site. I was thinking about getting a mod to change it. It is a refference to "if only we were civilized". I can imagine it is iratating to type. You can call me what you want. I am called Samson at CDZ, which is probly what I would get them to call me here if I get my name changed. The other easy thing to type would be ioww, or perhaps ifOnly. I really do not care.
It wasn't "move or declare war." It was one of those "Is that an Evil American hobo near Eulbar?" type things, where the AI just gives you a warning. And my justification for complying (other than I didn't want to start the war just yet) was to fool them, which seemed like an evil enough reason.
I see. I tend to ignore those messages as they mean nothing. So we are NOT alowed to give in to "move or declare war." messages?
Hooray Aug 25, 2004, 12:06 PM So who's up now? 6thGenTexan?
DeceasedHorse Aug 25, 2004, 01:54 PM Correct. 6thGen is up.
RE: Move or Declare War-> Defiant does not mean that we are dumb. We don't have to declare war if the AI issues us a move or declare warning, since is has nothing to do with getting the AI to respect our borders. Sorry for the confusion.
6thGenTexan Aug 25, 2004, 10:26 PM I've got it.
Hooray Aug 28, 2004, 08:52 AM Someone else should take the save if 6thGen isn't going to get to it anytime soon.
After all the skips, it would be me up on the roster, but I only went two turns ago. A rearrangement may be in order. Maybe let if_only (Samson?) take it, or perhaps romeothemonk if he's done readjusting to a regular schedule.
romeothemonk Aug 28, 2004, 10:06 AM I can got it this morning, but Tex claimed the game, and unless DH calls a skip, I will not jump anyone's got it.
6thGenTexan Aug 28, 2004, 01:19 PM Sorry about the delay. We can not have a normal pregnacy at our house and I did not have time to play until now. The save will be back in an hour.
6gntxn
6thGenTexan Aug 28, 2004, 02:40 PM Found a horse and thre swordmen to upgrade in Oklahoma Territory to upgrade. The spears in Little Big Horn get equiped to pikes. Move troops to strike the Iroquois. Drop the science and add a taxman.
IBT We lose the Amistad.
490AD-1 IRS pike-->temple Abu Ghraib market-->knight Shadow Gobernment decides it would rather riot than have a scientist. When they calm down, they will work on a cathedral. Rush harbor in Rosebud Reservation.
500AD-2 Rosebud harbor-->courthouse Area 51 pike-->courthouse Rush aqueduct in Superfund Site.
510AD-3 Barrowlands Knight-->Knight Superfund Site aqueduct-->marketplace Lawyer-ville pike-->aqueduct I tell Hiawatha to give us The Republic. His reply is, "What are you gonna do about it, huh? Go ahead, punk - make my day." He asked for it. I lose one knight bu a second promotes taking Tippacanoe from 2 spears. Kill an archer by Tyendenaga. Rush harbor in Native American Casino.
IBT
520AD-3 Wounded Knee decided to riot after checking the cities. NAC harbor-->courthouse
IBT Iroquois recapture a slave. Babylon starts Copernicus' Observatory.
530AD-4 IRS temple -->knight The three spears in Whiteclay kill three MI's before surrendering the town. Kill an archer but lose a knight and a sword at Akwesanse w/o willing a hp. Complete Aqueduct in ACLU. Send Babylon Silks, Iron and 31GPT for Gunpowerder. I did not what England to have 20 more turns of Iron. Our Saltpeter is unconnected by Pine Ridge.
540AD-5 Nixon city knight-->temple ACLU aqueduct-->market Hanging Chad library-->courthouse Sin City harbor-->courthouse Albuquerque pike-->market
IBT Engilse complete the Sistine Chapel. Iroquois drop off a spear by Rosebud(reg warrior).
550AD-6 Barrowlands knight-->knight Hudson River Barrack-->courthouse Move a spear to Rosebud.
IBT Whiteclay flips back sending WW throughout our cities.
560AD-7 Little Big Horn library-->courthouse Lose three knights but we capture Salamanca with the Temple or Artemis, 3g 2 slaves and a settler. Elite MI loses 2-5 agains reg spear in Whiteclay.
570AD-8 Kill the spear by Rosebud. Kill rushed spear in Whiteclay.
580AD-9 IRS knight-->knight 3hp knight cannot take 2 hp from spear in Whiteclay.
IBT 2nd floor of palace completes.
590AD-10 Barrowlands knight-->knight Abu Ghraib knight-->library Shadow Government cathedral-->knight Elite knight loses to Whiteclay sprear 1-5! This time I had backup and we retake the town.
There are two MI's and a pike waiting for help at Akwesasne. An archer is heading to our salt but there are two knights that can reach him.
I have been alternating between builds and troops. Those spears were tougher than they should have been. No current deals with England or Germany to continue our push south when we are ready. We get 35GPT back from Hammi in thre turns. Neither he nor Elizabeth have connected salt or met any other civs. We have the cash now to buy Education or rush some more buildings.
THe Game. (http://www.civfanatics.net/uploads8/DARKEMPIRE2_590AD.SAV)
DeceasedHorse Aug 28, 2004, 06:07 PM Remember, the temple of artemis expires with education-might want to wait a couple of turns to expand the borders in some of the fishing villages, ect.
romeothemonk Aug 29, 2004, 01:05 AM Sorry about your misfortune Tex. Was lurking in your games around Christmas time, and felt for you then. I really feel for you. I will be praying for you and your family.
Hooray Aug 29, 2004, 05:48 AM Alright, sorry for being pushy.
Anyway, who's up now?
6thGenTexan Aug 29, 2004, 02:08 PM This is from the last posted roster:
ROSTER:
On the Bench:
Dreamvirus->More important things to do
DeceasedHorse->Off to school
Codjo Stejans->Abducted by Aliens
On the Field:
Hooray
Romeo the monk-> Skipped
6thGenTexan-> Last
Samson-> time to jump into the fire
@Romeo Thanks but things are not that bad. Bedrest for my wife and plenty of energy in a 2yr old leaves makes it harded to play as soon as my turn comes up.
Samson Aug 30, 2004, 06:45 AM So I am up? Then I have got it. Probbly post my first thoughts today, play later today or tommorrow.
Samson Aug 30, 2004, 08:27 AM So, I guess the priority is to remove Akwesasne and thus the Iroquios from the game. I can get 3 knights attacking in 2 turns from now, I guess that is too few, so I will wait 1 turn more and get a force of 6 knights. That should be enough?
As we cannot pay for MA's, I guess all the expoits related to destroying a civ are out, so I shall not do any of them. It does not look like we shall need any exploits to win this game.
Do we have any millatry ambitions immidiatly after the iroquios? The thin bit of land south of Akwesasne looks perfect for a bit of leader fishing while we build up infra. England would be the obvious target, but the one german city is in the way. I do not like amking war through someone elses terretory. We should have enough milatry to keep them back, if I could remove a lot of the MDIs from the ex-iroquios teretory. I would probably build a few more trebs for this.
Is there a reson why all the cities are so happy? For example, Shadow govenment has 7 happy, 2 unhappy and 2 entertainers. If there is not a reason (the variant?) I shall do a lot of MMing. Also pop a worker off shadow gov.
We have printing press, but still cannot get any more contacts. I guess this means we are more than 3 tiles of ocean away from the other continent. I think it is a bit late to invest heavily in suicide galleys, we may as well hope either someone gets to magnatism or China get to astronamy and the extra move allows them accros the sea. This means the next reserch should be chemistry rather than astronomy.
We are going min. reaserch on Education, or I could buy it. Are the builds around the capital prebuilds for unis? We are just about at the point were we should be able to catch up in reserach, so it would be good to get them up and running. However, we are getting a lot of free happiness and culture from the ToA, the other option would be to buy Chemistry and bee line for Mil. Trad. That is a lot of gold without Unis for 25 turns. We do not have that mant markets.
My plan is, unless anyone has any other sujestions, is to buy education once all cities have 10 culture, then set the whole core on unis (using all pressent builds as prebuilds). Illiminate the iroquis. Make war on the Germans just for that 1 city. As soon as I can, make peace. During this time get a few trebs. This should be my 10 turns up, but I would imagine we would then be about ready Make war on England when I can make peace on germany. This sets us up for a slow war with lots of leader fishing, and a capture of the gems city whenever we fancy it.
Does that sound like a plan? I should be able to implement it either this evening or tommorrow evening.
[EDIT] Done the pre-turn, changed a bit. Have not pressed enter just in case someone disaproves of my work. I do not want to come onto the sg and change everything about.
Evil Merkins, 90 AD
Pre turn. I look at F1, and a lot of people are happier than they need to be. This is an anathamer to my evilness, so I go around and get some of the lazy jugglers to plough the feilds or collect taxes.
Barrowlands, Knight > Colusem (uni prebuild)
IRS Knight > Colusem (uni prebuild)
Shadow Gov Knight > Worker
Oklahoma Territory Harbor > Aqueduct (not sure about this city, 1 spt and has a Library. 87 turns to aqueduct)
Halliburton Library > Aqueduct (35 trun to complete at 2 spt)
After MMing,
gpt from +91 to +110
Mfg Goods 138 > 146
Productivity 406 > 450
romeothemonk Aug 30, 2004, 12:20 PM I like the plans there Samson.
I am a huge fan of Milton's Samson Agonistes, and think it should be required reading for all college degrees. Samson is a hero, or villain only depending upon your perspective.
I would not buy Education. We are in the enviable situation of Tech parity/lead and military dominance on our continent. I would proceed with your leader fish Idea, as well as net us the TOA, because I love border expansions. Science and Military are about all that we need now. (we can try to turn Barrowlands into a mass science City, nab copernicus, etc.)
I agree that the first thing we should do is clear our continent though.
Samson Aug 30, 2004, 01:00 PM If you are reading, are captured artilery peacies so labeled (eg. Catapult (Iroquois)? I have just captured 1, and it does not say that. There is also 1 pre-existing, and I had assumed we had built it (1, and not upgraded it) but perhaps not. Any pointers?
I am afraid I got you message just to late about buying Education, but I got the border expansions. It was pretty cheap.
Samson Aug 30, 2004, 02:21 PM Quick question.I am sure it is an expoit, but being evil are we alowed to use it. The Babs have just moved a (small, no problem) SoD into our teretory. Am I allowed to get techs off him for GPT, then get him to declare war? I shall not play for a bit to try and get an answer.
Hooray Aug 30, 2004, 02:33 PM Sounds pretty evil to me. It's certainly exploitative, but I think fits with the spirit of the game. Might have to wait for DH to get a final verdict, though.
Captured artillery should be labeled. If we captured one that has no label, maybe you just recaptured one they took from us? The pre-existing catapult is probably ours since I remember ordering one built up in one of the northern towns.
romeothemonk Aug 30, 2004, 02:39 PM We had built a catapult of our own. I used it earlier. If it doesn't ahve a nation tag, lets use it.
The Gpt thing for tech is not an exploit in my book, it has been used in numerous SG's that I have lurked in. I highly suggest doing it, because we are evil. Captured Artillary goes on the junkpile of history.
Samson Aug 30, 2004, 03:24 PM We had built a catapult of our own. I used it earlier. If it doesn't ahve a nation tag, lets use it.
It is a bit strange. I guess they could have captured one of ours? Oh well, we certainly need them.
The Gpt thing for tech is not an exploit in my book, it has been used in numerous SG's that I have lurked in. I highly suggest doing it, because we are evil. Captured Artillary goes on the junkpile of history.
Great. I use this all the time. It should give us a big jump in tech.
Samson Aug 30, 2004, 04:19 PM Evil Merkins, 90 AD
Pre turn. I look at F1, and a lot of people are happier than they need to be. This is an anathamer to my evilness, so I go around and get some of the lazy jugglers to plough the feilds or collect taxes.
Barrowlands, Knight > Colusemum (uni prebuild)
IRS Knight > Colusemum (uni prebuild)
Shadow Gov Knight > Worker
Oklahoma Territory Harbor > Aqueduct (not sure about this city, 1 spt and has a Library. 87 turns to aqueduct)
Halliburton Library > Aqueduct (53 trun to complet at 2 spt)
After MMing,
gpt from +91 to +110
Mfg Goods 138 > 146
Productivity 406 > 450
Not added -
Set a couple of cities that have resistors to Manage moods govenors. Move a couple of knights from these cities towards the front, and a couple of MDI from others.
IBT
English and Bab? ships move around our shore. They both have Astronomy, if we did not know it before. Another archer aproaches from Akwesasne. Other archer does nothing.
Shadow Gov. Worker > Colusemum (uni prebuild)
Patriot Act Library > Colusemum (uni prebuild)
1 resistor queled in Salamanca
Turn 1 600AD
MDI v archer, loses 1 hp
MDI v fortifyed archer, loses 3 hp
Pine ridge, barracks to Treb.
Nixon City, building temple. I am not sure, but I leave it.
Move 6 knights for the assult on Akwesasne. Defend injerd MDI.
IBT
Iroquos galley off Superfund site. Not over worried., but I just hope it does not havce a settler on it.
Everywere expands culture. Added tree to palace gardens.
Turn 2 610AD
Loads of worker moves.
move 6 knights into striking range of Akwesasne.
So, I think about getting education. None of the prebuilds are getting close, so I may as well leave it for a bit. I think the happiness and culture is worth the fact that we get better value reaserching than buying. We also may meet the other island at any point. And it gets a little cheaper when you get rid of a civ.
IBT The Japanese have been destroyed. That means education will be even cheaper.
Wounded Knee Library > Marketplace
Nixon City Temple > Library
Big Big Horn Harbour > Marketplace
Turn 3 620AD
The attack on Akwesasne.
Catapult takes 1 hp of vet MDI, but it kills a vet spear getting redlined.
2nd MDI dies to a reg spear, redlining it.
Vet knight kills reg spear, getting redlined
Vet knight kills 1hp spear, destroying the weak Iroquois
We get an extra lux, and a cataput that I guess I have to disband. Is is a bit of a shame, as we have all of unit of arty, but Oh well. 3 workers.
Education is now 769 from the english, or 796 from the Babalonians. I am tempted to let the borders of Akwesasne expland, but I think we need to start reaserching, so I shall buy it. As we shall be attacking the english soon, I think it is worth the extra 30 gold to get it from the babs, so not too many people are brought in against us.
I buy it, and both the Babs and England have astronomy, but not banking. Chemistry in 11 at 50%, tax 50% -3 gpt. 0% lux, only 3 scientists needed even without the ToA.
Change prebuilds to Unis. Notice Shadow gov has no library, finished in 3. Spamville is finally changed to courthouse from baracks. Tyendeaga Changed to harbor, it is the only way he can get food.
Need an entertainer in Spamville as I move the 2 units to White clay to deal with resistance. They will only be needed for 2 turns.
I have just noticed that the catupult I have just captured does not say Iroquois, so does that meen the other is captured too? I was going to upgrade it, I can only assume it is capured, but I will leave it until I hear anything.
Little Big Horn Courthouse changed to University.
IBT
Babs come and ask to renew the peace. I accept. They then move 2 Longbows next to our border.
Another floor added to our palace.
Turn 4 630AD
Workers moved about.
The catapult, captured but with no nation tag is returned to Akwesasne.
There is a Bab Caravel near Oklahoma Terretorys, so I move an MDI a bit nearer. One turn more before resistance is quelled.
IBT
Babs move into our terretory. So I shall be evil, get all there techs and then ask them to leave. They never back down when they are on the war path, so we get it all for free.
Turn 5 640AD
I maximize money, and get +380 gpt.
1st deal - CHemistry +14g for 67 gpt.
2nd deal - Metulergy +12g for 89 gpt.
3rd deal - Astronomy +10g for 79 gpt.
4th deal - Banking +13g for 73 gpt.
5th deal - 1119g for ivory and 67gpt.
I then politly ask them to remove their 2 Longbows that just happen to be next to my stack of knights, and they decide they would prefer war.
They are now only up Republic on us. One of the most lucrative exploits I have tried. Quite makes up for not being able to do the destroying a civ exploit.
So I attack. Cat fails, but 2 knights finish off their forces without loseing a hp.
I decide with this new war, I shall leave the Germans in peace for a while. I send a few knights to the north of our empire to deal with possible landings.
More workers etc.
I decide to post a half time turn report, as I must leave it for the night now. REst of the turns shall be done tommorrow. This is my first SG, so any comments on the play or the posting are welcome.
Hooray Aug 30, 2004, 05:52 PM Oh man, that was *really* evil. Nicely done, I say.
romeothemonk Aug 30, 2004, 09:04 PM Ditto on the overtly evil. I like it a lot.
Good work
6thGenTexan Aug 30, 2004, 11:05 PM If you have not destroyed the catapult from Akwesasne, it was ours. They snuck around my MI's and took it while I was capturing their capital.
Samson Aug 31, 2004, 01:09 PM Evils Merkins continued.....
Just bought some techs, and was declared war upon.
I sort all the cities back to normal. Only 1 scientist required with 0% lux rate :)
Milatry tradition in 8 turns at -57 gpt. We have 1602 gold.
IBT
A couple more babs (bowman and spearman :) ) move close to our borders. Still 2 bab boats sailing round our north shore.
Shadow gov Library > University
Black Death Marketplace > Aqueduct
A nice Actec pyramid added to the top of our palace.
Ashur (Babs) finishes Copernicus observatory.
Turn 6 650AD
I move the cat up to upgrade, keeping the treb.
More working by workers.
Shift a few units in case of landings.
With the Librarys Mil. Trad. Down to 6 turns.
IBT
There are now 3 bab ships of our coast. No sign of landing as yet.
Longbow next to borders.
Superfund site Marketplace > Library
Turn 7 660AD
Treb misses, MDI redlined but kills vet spear. Knight kills bowman without loss.
More workers
Got rid of the one scientist. We now have everyone working at 0% lux. I think that is a first for me.
IBT
Finally a Bab ships drops a landing party. A pike, just next to a knight I have moved up, and next to a city with an MDI.
A few more Babs units aproach Akwesasne, including a knight, finishing its turn next to the city.
Lawyerville Aqueduct > Library
Turn 8 670AD
Treb finally hits, knight kills knight, is redlined. Next one kills Longbow.
I think I had better rush a barraks in Akwesasne, just in case this come a bit stronger.
MDI kills landed Pikeman.
Workers.
I reenforce Native cassino and rodebud, but I do not really expect them to land yet.
IBT
the 2 Bab galleys move further east. We see the most units so far from the babs, 2 bowmen and 2 spears in one stack. I am so afraid ;)
Abu Graib Library > Knight. It could build uni, but we are going to want those cavs.
Akwesasne Barraks > Courthouse
Turn 9 680AD
Cat and treb both hit, Knight kills longbow losing 2hp, Knight kills redlined spear .... and promotes!!! Finally.
Patriot act changed to Knight (uni was 22 turns)
Normal stuff.
IBT
Another big stack appears, as well as a knight.
One galley heads off into the unknown.
Barrowlands Uni > Knight at 21 sheilds. I shall mm it down to 20 and it shall be a 4 turn Cav factory.
ACLU Market > Knight 10 SPT
Sin City Courthouse > Library
Turn 10 690AD
1 hp off knight from arty, and MDI dies without causing damage. The fist lost unit of my reign IIRC.
MDI v 3hp knight, Wins no loss
knight v Spear, wins 1 hp off
knight v Spear, wins 3 hp off
Elite knight v reg bowman, wins 2 hp off
knight v reg bowman, wins 3 hp off
So in Akwesasne we have 2 fully healed MDI, and 1*3/4, 1*3/5, 2*1/4 knights. I move up an MDI from Tyendenaga, and defend it from Pine ridge (this is now empty). This should be pleanty to deal with the 3 Longbows and 1 pike that you can see ATM. We may have to be attacked if another knight aproaches.
Shufled the workers around.
I have been using the Warior next to Oklahoma territory as a reserve against landings, it could protect a city, or be upgraded if needs be.
I have not moved the 2 knights near wounded knee. They could both keep following the galleys, or you could send one down to Akwesasne now it would appear 1 has disapeared (but it may reapear next turn). Up to you.
The MDI on the hill near Akwesasne has 1/3 move point left. I would leave it were it is, just in case.
Good luck to the next player. You should have some fun with Cavs (Mil. Trad. in 2 turns).
Babylon will make peace, giving us 169g + 3gpt, and they are giving us war happiness (at the moment we have -29 WWP). I would be tempted to stay at war with them at least until you get cavs, then you can hit Nuremburg the turn you make war.
We so desperatly need contact with the other island, though I guess they are backward (the only wonder they have is the lighthouse). I would consider getting a ship prebuild ready in one of the eastern cities, but I guess any of the courthouses will do.
I kept both cats, I upgraded 1 to a treb, but they have been too busy to upgrade to cannons.
Cannot think of anything else to say. Have fun.
The Save (http://forums.civfanatics.com/attachment.php?attachmentid=66898&stc=1)
[EDIT] You do not need embasys to trade contacts do you? I have never got this far without knowing everyone, so I do not know. If you do, we may need an embasy.
romeothemonk Aug 31, 2004, 04:15 PM Dark Empire II: The Empire Strikes Back
VARIANT RULES:
MANIFEST DESTINY: Diplomatic and Space-Race victories are disabled. We are not permitted to build transport ships (other than suicide galleys used solely to make contact) until the discovery of rocketry. We cannot send paratroopers, demand cities, or otherwise begin attacks on other continents until the F-15 is available. This is intended to force us to fight a modern war on a large scale without the ability to Spam bombers. Bonus points if we end up building Aegis Cruisers or Radar artillery.
I think this rule kinda outlines our shipping plans. I once again vote for lots of horsies to run rampant over all they can see and oppress.
I can next play on Friday.
Samson Aug 31, 2004, 04:36 PM I think this rule means we have to go full on science. We shall so easily take our whole continent, so either we get a culture win (yeah right) or go full for rocketry.
[EDIT] We are allowed to use ships for contact, even though they will not die?
6thGenTexan Sep 03, 2004, 10:23 PM We do not need toe embassy to trade contacts, just Printing Press that we have. If someone else has a contact we do not know, it will show up in the "trade list".
Cavs, Cavs and more Cavs.
ROSTER:
On the Bench:
Dreamvirus->More important things to do
DeceasedHorse->Off to school
Codjo Stejans->Abducted by Aliens
On the Field:
Hooray--->up now
Romeo the monk-> on deck
6thGenTexan->
Samson-> done
romeothemonk Sep 03, 2004, 10:32 PM As long as I can get it before Monday, this will be good.
I Will jump the get it list if it is still out here on Sunday.
Hooray Sep 04, 2004, 11:49 AM Oh, it's my turn. Okay, I got it.
Hooray Sep 04, 2004, 01:15 PM Pre-turn: Things look okay...
1 700 AD: Nixon Lib->Knight
Kill 1 Pike, 3 Longbows at Akwesasne. Upgrade Treb and Catapult there.
2: Military Tradition researched. Physics due in 8.
Trade a Knight for a Knight at Akwesasne.
Upgrade 3 Knights to Cavs.
3: IRS Uni->Cav
Area 51 Lib->Market
Spamville riots, gets Scientist
4: Barrowlands Cav->Cav
Albuquerque riots, gets a Scientist
5: Patriot Act Cav->Cav
6: Germans ally with Babylon and declare war on us.
Hudson River Court->Musket
Albuquerque Market->Lib
Capture German city of Nuremburg with no losses. It was only defended with Ancient Age units. Two settlers in the town are converted into four slaves.
7: Abu Ghraib Cav->Cav
8: Barrowlands Cav->Cav
IRS Cav->Cav
SG Uni->Cav
ACLU Cav->Cav
9: Superfund Site Lib->Cav
Tyendenaga Harbor->Barracks
Rush Barracks in Nuremburg
10 790 AD: Physics learned. Research set to Magnetism at only 20%, so we can build up some spending money for rushes, and maybe upgrades.
Salamanca riots.
Wounded Knee Market->Cannon
Nixon Cav->Cav
Lawyerville Court->Cav
Nuremburg Barracks->Temple
Notes: Still not enough Cavs, but we're getting there. We are currently the tech leaders, as only we have Physics. Babs have gotten to MT, though. We'll probably lose that lead soon if we focus more on money, but I don't think it matters. If we just build Cavs upon Cavs for the next good while, our neighbors won't live long enough to appreciate their tech lead.
Suggestion: Make peace with Babs and Germans, and then declare war on England. Alternatively, just declare war on England and go into Always War mode. Either way, we need to invade England soon.
6thGenTexan Sep 04, 2004, 07:59 PM I vote for AW mode until the front gets wider. Be sure to throw in a few more muskets for defense.
romeothemonk Sep 04, 2004, 11:38 PM I got it now. It looks like I will build an embassy with England, just to see what they are up to. I would like to spy out their gem city, to see if I should attack first, or let him come to me.
Embassies did not seem forbidden in the rules, and I like the American Spy stuff. I vote that the next tech is Economics, with a nice prebuild for Smiths. If/when we go Commie, smiths is Gigantic. Bachs could also be nice, but we really don't care at this point.
6thGenTexan Sep 05, 2004, 02:14 PM Good plan. Spying on or neighbors (and friends) would be perfectly evil.
Re: Wonders Lets go for Smith's. If someone on our continent wants to build Bach's for us, I see no reason to take their city before it completes. I cannot check now, but does anyone know what wonders have been built on our continent?
romeothemonk Sep 05, 2004, 04:44 PM IHT: Since no turns were invested in Mag, swap to Econ in 15, swap Shadow Gov to Prebuild. Rename a ton of captured cities. Offend any PC fans out there. Take a gander at the English. They have Sistene's, while the Babs have Sun Tzu and the Pyramids. Looks like gravy now gentlemen. Flawlessly capture Newcastle, and gems, garnering 2 slaves. Swap many builds to courts.
IBT: Babs land 1 LB right by Newcastle. We have lots of WLTBrig general Days.
Turn 1: Capture Warwick with no losses. The English also have the KT. I will probably lose a cav or 2 in the IBT due to a stack of Crusaders right behind warwick. Will rename all cities as well. Peace with Germans claiming 3 gold. I have my reasons, like they could really hurt our cavs, and don't have any cities we really need, plus we can slinghot with them into the next age.
IBT: Only lose 1 cav. The English have 13 ancient cavs in range here, so I will probably do some manuevering.
Turn 2: Plunk the odd unit or two, realign all our troops.
IBT: Lost 5 cavs, he lost 6 A cavs. It could still get tight here.
Turn 3: Kill 2 A cavs. He has a reg horse, 1 3 HP A cav, 4 RL A cavs. I have 2 2 HP MDI's 2 Cannons, 2 2hP Cavs.
IBT: Lost the 2 cavs.
Turn 4: Reinforcements finally arrive. We will survive. Or at least retake it next turn.
IBT: That dang horse of the English has now killed 2 cavs and an MDI without taking damage.
Turn 5: Kill English Uber horse.
IBT: Babs land 2 pikes, English want peace.
Turn 6: Attack Nottingham, killing 2 spears and 2 A cavs, with no losses. I am really playing fast and loose with the Cavs, as the English are the only guys with any units that can hurt us, and we have already survived the SoD's from their wonders.
IBT: Lost 2 cavs to A cavs, killed 1 A cav
Turn 7: Killed another A cav. He has 2 left, unless he spawned a new one.
IBT: Babs start Newtons. Babs pillage a square, English land a spear next to the Bab Pike.
Turn 8: Kill another A cav at Nottingham, lose a cav to a new Crusader, Kill bab pike and English spear.
IBT: Not much.
Turn 9: Lose 1 cav but take nottingham and the KT. The Babs will bring some heat next turn and almost undoubtley take it. Stupid stacks hidden behind cities. Think about it and sign peace with the Babs getting 102 gold. They still have units deep in our territory. More evil thoughts coming.
IBT: Babs back down. Our troops are thin. We have gassesd the English nicely, the Babs and Germans have only a couple of troops. Babs have no iron.
Turn 10: I didn't have the declare or move option, so I didn't sign any deals. I moved up some troops, and moved the workers up. Next Leader can have some real fun. I spotted a total of 7 bab units in english territory, 4 LB's 2 pikes and a spear. All the wonders but TGL and TGL, hehe, are ours for the pillaging.
No one has started bachs. The Rez needs Micro'd
6thGenTexan Sep 05, 2004, 05:17 PM It looks like I'm up now. I'll spend some time rebuilding our forces.
Hooray Sep 10, 2004, 11:52 AM Bump.
Dead? Alive? Private problems? What's the cause of the delay?
6thGenTexan Sep 10, 2004, 09:05 PM I played the turns 2 days ago and I have no Idea why they did not get posted. I'll have the save in a few but don't hold your breath on me finding the notes. Long story short......Who was that old lady?
6thGenTexan Sep 10, 2004, 09:34 PM We are Strong versus England, who we are still at war with, so I will press on. That is after reinforcements arrive and we have time to heal.
I blow most of our cash upgrading Pikes. MM to even everyone out and drop science to 20%--Economics in 7. I need to get some more cash to rush buildings.
IBT Rioting ends and resistors flee Nottingham.
900AD-1 Rush courthouses in Hanging Chad, Pine Ridge and Oklahoma Territory. Rush Aqueducts in Halliburton and Sin City.
IBT Word to your Mother flipped back to England. No troops lost. Right Wing added to Palace. e
910AD-2 Pine Rigde court-->aqueduct Okla Terr court-->aqueduct Hanging Chad court-->aqueduct Lawyer-ville cavalry-->temple Sin City aqueduct-->market Halliburton aqueduct-->harbor
Area 51 cavalry-->harbor
Reg MDI loses to reg spear in WTYM 1-3. Three Cavs arrive next turn.
Rush court in NSAtown.
920AD-3 IRS cavalry-->bank Abu Ghraib cavalry-->temple NSAtown court-->aqueduct Crusader from the Knights Templar. Promote one of the two vet cavs retaking WTYM. Start marching to London. Sread out a few cavs for zone defense. Rush Harbor in Area 51.
IBT Germans start Magellen's. Babylon is now industrial.
930AD-4 Barrowlands cavalry-->bank Nixon City cav-->bank Area 51 harbor-->bank I by German WM for 71 and sell it to Hammi for 3 GPT and his WM. Neither is trying to cross the ocean. Rush court in Native American Casino. Rush temple in Hudson River.
IBT Economics arrives and start on Magnetism @ 40% due in 11. Lawyer-ville out grew its happiness.
940AD-5 Hudson River temple-->market NAC court-->aqueduct Black Death court-->temple Patriot Act cavalry-->courthouse Rush temple in Albuquerque.
950AD-6 Albuquerque temple-->cavalry Rush Barrack in Nottingham for Knights Templar.
Cannons go 1 for 2 at London.
ECav v RPike win 3-0
VCav v RPike win 3-2
VCav v 2hpPike win 2-3
RCrusader v RSpear lose 2-3
VMI v 1hpSpear win 1-0
We now control the Great Wall. Capital moved to Coventry so on to York.
960AD-7 Little Big Horn cavalry-->temple
Did not get the rest of the notes saved after returning ot the game and "not posting" :rolleyes:
We did remove England from the Game.
We have met Chairman Mao (a ton of City but behind PP, Edu and Chem) and Czarina Chatherina (Smaller that China but down Bank and Chem and no horses for Cossacks).
Hammi has 8 more turns of peace and ows us 3GPT for 13 more turns.
Biz is due to resume hostilities but we have one unit in his territory. I sent a scout too far and could not get him out. He will try to re-up peace IBT. Most units are in Coventry to hit him soon.
We are 4 turns at 60% from reaching Magnetism with ToG still to go.
Hammi is industrial but we do not have 20 turns to honor a deal with him. I think we will wipe out Germany and complete ToG before we reduce Hammi to one city. Take all his techs for 20 years of extended life then claim our island to ourselves.
The Game (http://www.civfanatics.net/uploads8/DARKEMPIRE2-1000AD1.SAV)
6thGenTexan Sep 10, 2004, 09:38 PM This should bring us back to Samson unless a bench player wants back in the game.
Samson Sep 11, 2004, 07:48 AM OK. I got it. I shaould be able to play later, but I have a few questions (again).
We have 2 priorities, clean the continent of those dirty foreigners, and get our science up to full speed. I guess rushing courthouses in good but high coruption cities makes up the money after a some, what 50 turns? I cannot see the justification for rushing anything else (except the barraks in the KT city). I shall hold off it.
Babs are building the sharespears theater and newtons. I think we want these in our core. They also have troops in our teretory. I would be tempted get them to declare war on us, with or without the dodgy sell all our gpt trick. However, I THINK they will move their troops if we do this before the 20 turns of peace are up (we have 8 left now). I hope we can kill them before they finish those 2 juicy wondes, esp. sharespears theater. They are also in democracy, so we can quickly force them into anarchy.
We are not allowed to move our our unit if they say "move or decale war" are we? We have a unit in the German terretory, hope they do not mind ;).
In 2 (perhaps 3) I should have all but 4 cavs read to attack the Germans. After 6 turns of that, I may make war on the babs, depending how it is going. Am I allowed to get all their techs again? It really is cheating, and we got 4 free before, can we get them all again? Including 2 techs we only need for Shakespears theater. Let me know what people think, we are a few turns off it. If we can, I shall start a couple of pre builds. ST has to be in the capital? I think it increases science more than Newtons, as it allows you to quite easily double in size.
That is all my thoughts for now.
romeothemonk Sep 11, 2004, 08:17 AM Smith's is by far the most important wonder we can build imho. If you hurt the Babs enough, they will cough up the wonders by stopping to build them. The babs military is really pathetic, ~12 excess units IIRC, but I made peace with them because most of them were within spitting range of our task force. I do not think that the babs have iron, So I would try them first with whatever tricks are necessary. I apologize for using all our troops, but the English "free" troops were agravating.
6thGenTexan Sep 11, 2004, 01:05 PM @Romeo It seemed like I had plenty of troops. Then again I though England had more than a token pike and a bunch of spears to defend against our cavs.
@Samson I'm not sure if Hammi will be fooled by our gold a second time. His offending units are defensive. I doubt we have the GPT to buy Democracy at monopoly. If you are willing to wait 20 turns go for it. We are way ahead of the other continent so it doesn't matter either way.
6gntxn
romeothemonk Sep 15, 2004, 04:19 PM Hey guy's what is the status here?
Samson Sep 16, 2004, 03:02 AM I am very sorry. I thought I would be able to get to it the weekend, and then every day after, but I have ended up very busy. I SHOULD be able to take it tonight (GMT) but if anyone else want to jump in, they are welcoem. I shall post before I play if I do get to it tonight.
romeothemonk Sep 16, 2004, 12:35 PM I have just found out that I am part of the traveling coaching staff for our football team. I will be gone Friday, Saturday and portions of Sunday. Thanks for your patience and sorry for any inconvience.
Go Hardrockers. (Team is South Dakota School of Mines and Technology Hardrockers).
Samson Sep 18, 2004, 06:56 AM I have finally got it again.
Samson Sep 18, 2004, 10:26 AM Pre-turn
All looks good
IBT Barrowlands Bank -> worker
1010 AD turn 1 - Move all cavs to attack position.
IBT Barrowlands Worker -> Cav
1020 AD Turn 2 - Time for war with Germany.
Vet Cav Loses to Musket, dies
Vet Cav wins to Musket
Vet Cav Loses to Musket, retreats
Vet Cav Wins to 2hp Musket
Elite Cav wins to MDI
Elite Cav wins to 1hp Musket, Heidelburg ours
Sci up to 70%, Magnetism in 1.
IBT -
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