Edited to add screenshots
Guys, I've played about 11 turns but RNGod took a great big dump in our faces. I want to open the floor up to discussion before I cross the Rubicon.
I've got screens to add later, but I wanted to get the log up for your perusal. I'll post the save later, too.
Turn 50 (2000 BC)
Inherited turn. Scouting the lay of the land.
Don't know if anyone's checked the top 5 cities, but Dehli, Madrid, London, and Paris are in with Moscow.
It seems the consessus was to put city 2 on the hill east of corn, SW of gold, so I put a marker there.
Looking at Moscow, no MM necessary. Settler due in 2
Regarding RNGod's objective, BW is due in 6 so we're all set there.
A look at the vic screen shows we have 410 turns left, so I'll quit just before pressing enter on 390 left.
Lastly, to answer Fox, we're running all base civics.
Turn 51 (1960 BC)
Some know-it-all unbeliever tells us we're rich. (164GP). Yay us! Now where's the "build booze and hookers" button?
I'm going to move our warrior in Moscow out to fog-bust a little.
The lion didn't attack our northern warrior, so I move him SW to find the lion again. I don't want a lion walking around while our settler is moving into position.
I also move our scout over by the path to new city to bust some fog for the settler.
Our worker finishes the quarry. I'll move him up to the new city with the settler next turn.
Moscow finishes: Settler
Contact made: Indian Empire
Warrior defeats (1.40/2): Barbarian Lion
Turn 52 (1920 BC)
Moscow begins: Stonehenge
We meet another non-randomite. His name is Asoka. I try to tell him that this "Budhism" he's so proud to have founded is simply another joyous aspect of the one, true RNGod.
I would appear that, while Asoka nodded politely during our message, we haven't another convert.
For after the conversation, aides inform us that Asoka's people fear we have fallen under the sway of a heathen religion. Very well. Each must find his own path to random glory everlasting.
Our settler pops and I switch to stonehenge, but this is a placeholder. Moscow will grow in 1 and I'll build another settler then.
Our 9XP warrior slew a random lion, BTW. Moving him to the gold hill to cover our settler.
I send our settler to the new city site and the worker to the corn. Both are covered by fogbusters, I hope.
Moscow grows: 5
Turn 53 (1880 BC)
Moscow grows to 5 and that means stonehenge is due in 6. WTF, I continue building it. BW due in 3. If we're blessed with copper, we'll make axemen
Damn! barb warriors 4 tiles S of Moscow. Recall the warrior back to the city.
On second thought, I put him on the forested hill S of the city. 75% defense is better than 40% and the barb has to go through it to get to Moscow.
Our worker arrives at the corn before settler can build. I'll have him make a road for a turn.
Now that the "package" has arrived. I send the scout back out to bust fog.
Turn 54 (1840 BC)
St. Petersburg founded
St. Petersburg begins: Warrior
I set St. Pete to build a stinkin' warrior. Hopefully that will change to Axeman soon.
Screw it! Who needs fogbusters anyhow? Decide that our scout will be better used to explore. Maybe we've more goodie huts about.
Worker begins farm near St. Pete
Tech learned: Bronze Working
/***********************************
* Intermission *
***********************************/
Okay, so I find this hilarious:
It's time to roll the dice so I go into my son's room looking for his Monopoly game. But he doesn't have
regular Monopoly. He's got
Star Wars Monopoly. Aparently the Star Wars TM franchise deems dice to be an obsolete unit and have "upgraded" to a stupid R2D2 RNG with a cute little digital LED in its torso. Not good enough! I need dice. How else can I be certain that RNGod approves of our direction?
So I open up Candyland. No good. It has a spinner. Ditto for Chutes and Ladders. <mumble>fu--ing Parker Bros.</mumble> Clue Jr. has a Die, but it has two sides with the number "three" on it. Huh? No RNGod damnable dice anywhere.
Unless...
...No
Dare I?
<sinful_grin />
I remember that, during my wife's bachelorette party 7 years ago, her pervert friend (damn, I picked the wrong one) gave her a set of kinky dice. One die has positions, the other die has rooms of the house. A little imagination should tell you how these dice are intended to be used. And no matter how bad your imagination may be, it will never come up with "as a prop in a Civ IV SG".
Anyhow, die one is easy:
Shower = 1
Living Room = 2
Dining Room = 3
Bedroom = 4
Closet = 5
Kitchen = 6
Die two has a few pictures that would be tasteless for me to describe and a few others I don't have adequate names for:
Standing up = 1
<censored> = 2
Missionary = 3
<censored> = 4
<censored> = 5
<censored> = 6
The roll...
Shower + <censored> = 1, 5
Get something for free [3] from other Civ. F--k!
/***********************************
* End Intermission *
***********************************/
Turn 55 (1800 BC)
Research begun: Priesthood
Research begun: Writing
Research begun: Priesthood
Research begun: Writing
Research begun: Priesthood
Research begun: Iron Working
I think I just dealt us a back-breaker.
My first thought was "Open Borders". We could research writing in about 19 turns.
But OB requires giving OB in return. Not strictly free.
I think the only way to hit this one is to militarize. Here's hoping for copper.
By RNGod! I just realized that we don't even know where anyone is. We could be 30 turns from Rome. Whew! This one's a toughie.
Hmmm. Barb warrior seems to have left the scene.
Moscow begins: Warrior
Stonehenge is due in 4, but I have to switch to a missitary unit if we're to hit the objective. Hopefully our "warrior" will pop out as an axeman.
Turn 56 (1760 BC)
So far, no copper sightings. RNGod! Why hasts thou forsaken your minions?
A barb warrior walks in front of our scout. With defensive bonuses, we'd have 1.7 strenght. Nope. Run away! Run away!
Moscow finishes: Warrior
Turn 57 (1720 BC)
Moscow begins: Warrior
Another warrior served up in Moscow. No sure we can gum caesar into giving us more salad, though.
Scout still looking for copper
Moscow finishes: Warrior
Turn 58 (1680 BC)
Okay, we've got one copper, 14 squares away from our capital. Probably won't help us this round.
St. Petersburg's borders expand
Turn 59 (1640 BC)
Turn 60 (1600 BC)
Worker finishes farming the corn. Moves to gold.
St. Petersburg grows: 2
Judaism founded in a distant land
Turn 61 (1560 BC)
Great joy! RNGod has made himself known through a heretofore unkown facet he calls Judaism!
My question to the group:
Assuming we can extort something from JC, it'll take 10 turns for the "refuses to talk" thing to go away. We've got 24 turns to get this done. Should we declare now, even though we're nowhere near him, just so we can begin negotiations as soon as possible? One thought is to declare in a turn when we can take out a scout, then hunker down. He might give us 10 gold for peace as long as we've killed more troops than he has.
We're incapable of trading at this point. Might we be incapable of extorting peace?
Any other thoughts on our free aquisition? Did I miss something entirely?