Role Play Challenge, The Next Generation: Sid Meier, The Civilized Tyrant

I assume you DIDN'T turn Vassals off, so its a race to see which continent gets all the others under its wing.

As its Continents, and the AI's generally don't do well on intercontinental invasions, you'll have the advantage there, but in Modern warfare, once you have scale you have the game.

YOU may have to fully eliminate the other 39 Civ's, but they may just end up with a continent full of vassals. 4 of 7, and 2 of 7, but I'm sure it'll have 14 on one continent :lol:
 
BlackLanner, welcome and thanks for the fix information. I have no idea what it means but if it helps others shadow my game, then great!
 
Spoiler :
man, someone needs to fix this mod. multiple civs with the same leader...yikes.
 
Spoiler :
man, someone needs to fix this mod. multiple civs with the same leader...yikes.

Spoiler :
Weird the version of the mod i downloaded claimed not to allow that. I haven't met any dupes yet. I guess it would depend on which version Mad made the game with though. Suryavarman would like you to stop trading with his worst enemy Suryavarman?
 
Sid Meier, The Civilized Tyrant: The Beginning

Sid awoke to a bright morning. The air was crisp and a warm breeze blew from the ocean, and best yet there was no soot or smog in the air. Also there was quiet, no cars, machines, idiotic cell phone ringers, or assorted bleeps from distressed computers. Yes, he has awoken along side a pristine lake full of fish. He will savor this for a time, but an opportunity like this does not arise everyday. An opportunity to set an insane and crazy world right, under the benevolent if stern leadership of a master gamer.

He glanced over at the warrior awaking instruction while the Civfanatics community patiently waited as the initial settling party. They shall each have their tasks and responsibilities, but the initial creation is Sid's job. Looking at the distant area the the southeast he instructs the warrior to head in that direction.



Not much over there. Sid listens to his Civfanatics advisors, debating the benefits of settling in palce versus the marble. Settling on the marble will allow a future levee however Sid will lose the benefit of working a riverside marble tile, not to be cast aside lightly being financial. Ah, having the traits of Hannibal with financial the best economic trait and charismatic the true war-monger's choice. Still we are getting ahead of ourselves there, where to settle



Settling in palce actually get's us one additional sea tile. Not a concern with the extra commerce from financial. Sid begins to tell his civfanatics advisors to write down the following orders, to which he was politely told that they do not know writing yet. "What do we know."

"Sir, we can fish and build mines."

"Mines and boats, a decent enough start here" Sid mutters. "Very well, begin researching Bronze Working, we can use chopping and slavery here and perhaps we can get lucky with a surprise copper resource." The Civfanatics looked uneasily at Sid at the mention of slavery. "Fear not friends, the lash will not touch any of you directly, only the needed citizens that will eventually pop up." The Civfanatic community breathed a collective sigh of relief at Sid's words, however there was one nameless civfanatic who appeared disappointed :mischief:

As far as the first build order, that was obvious to Sid and any competant Civfanatic



The Workboat working a 2 hammer, commerce tile.

The warrior continued his SE travels until he met.



Saladin! Sid greets him couteously but realizes the Protective Arab is very close based on how fast he was met. Given the early look of the land the Arab may be a valuable early ally and protective barrier if they can share a religion, or a difficult opponent.

Once the captial border expanded, note that Sid renamed the city after the most intelligent and obviously best looking Civfanatic :blush:, he looked at the lands



That is potentially an excellent floodplains city down south if we can beat saladin to the spot.

Still the workboat does take time and population growth is slow. Also Sid's exploring warrior met the next leader



The creative and Protective Summerian with the tough early UU. Sid exchanges pleasentries and grumbles at having 2 early Protective leaders.

Once the workboat was finished, the City of MadScientist began construction of a worker next



Once the Warrior discovered two leaders to the south he was sent NE, where he discovered a goodie hut that finished



Sid shrugs, "we take what we get", an expensive early tech half for free.

Sid reviews the land to see if we have access to any copper.



A location that makes claiming the floodplains even more urgent.

After Researching BW, Hunting was next on the list (annoyingly Sid kept this list on his fingers as he cannot write yet) to open up animal husbandry and improve the elephants. Happiness will not be too much of an issue early on here.

Sid then got the herbal rememdy event



Which he accepted immediately especially since he did not have to sacrifice population as the City of MadScientist is 1. Still the Civfanatics community spent a great deal of time at the cities latrine's due to the bitter tasting experiments so Sid's popularity suffered temporarily. Still extra health is nothing to sneeze at.

The last Goodie hut our valiant warrior popped gave Sid 127 gold. Also research on Animal Husbandry was complete showing



Horses in two locations! Still Sid was eyeing the Floodplain/copper region as our valient warrior walked towards it, finding where Saladin exactly is.



The propects of settling the region first at this difficulty seam grim, still we waited and started on a settler once the City of Mad Scientist hit population 3.



Ah, but it was not to be. Saladin beat us to the spot



Sid considers an alternative spot, perhaps on the west coast to nab the horses and effectively cut off the northern lands from the Arabs, Summerians, and



Chinese. Sid blurts out an expletive at having three protective leaders to deal with, none are particularly trustworthy without a religion either.

After Animal Husbandry Sid researched Archery as he did not trust these Agressive AIs followed by



As Chariots require both the wheel and horses!

As we view the technologies available to research next you can see that Sid sent the first Civfanatic to settle City #2



Given his reputation as a horse master (in his frequent handling of Keshiks) TheMeInTeam was given the honor to settle near the horses and prepare to be a Military production city. Food shall come from the lakes, grasland horses, and farms here. While not Keshiks, the Numidean Archers are fearsome UUs.

So Sid saved here looking for advice from his Civfanatic council on what to research next and how to imporve the following lands



And Sid decides to number his potential next cities,



A view of the cities



A little extra defense there while the worker builds a road from the City of MadScientist to the City of TheMeInTeam.

SO what advice is there for Sid???? The usual sailing/pottery/writing with maybe masonry first to improve the marble?? Should we make a run at the Great Lighthouse here, or consider it hopeless with 39 other leaders???

Also any ideas on what to do with saladin right now??? Numideans/catapults/Elephants would probably be enough at construction to take him down even if we do not get iron.
 

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You're going to have to warmonger, so you might as well start as soon as you can. I'd like to see IW sometime soon, just so you know how urgent it is to beeline construction. It will be either quite urgent or absolutely vital depending on your luck with iron; I sort of doubt you'll find any with such a small land area under your control.
 
I'm guessing noone can build the ap (or the un) because diplomatic victory is turned off? I miss my pope hammers, didn't realize it would be disabled completely. I assumed that just the I win vote would be removed. But noone has built it yet, and i have theo with a state religion and no option to start it.

Spoiler :
protective archers on a hill SUCK. I stole a ton of workers from saladin and kept suing for peace. Ai didn't care for a while but i eventually ruined my diplo with gligamesh and statlin. Didn't notice they had become friends. I settled right next to the copper as my 2nd city, beat saladin there easily b/c of worker stealing from him forcing him to rebuild it. He eventually tried to escort a worker with an archer, which let me get an axe to level 3. 6 axes and a chariot was barely enough to take out 2 unpromoted archers in his capital. And of course gligamesh dow's shortly after i take it. Massive whip unhappiness in all my cities + bribeing hatty to dow him saved the day. He only had one chariot to cover his vultures which let me whip chariots in my further away cities and get them to the front rapidly. Marched in on his closest city. Ugh more protective archers. Not really enough troops to take it, so i took gold for peace.
 
Yeah, MAD is back and how. 39 leaders to pick off will be fun. Not a bad start although it is a pity that the fish on the left side are scattered so bad. Horseback riding after masonry and rush saladin?/
 
i think this calls for an Elepult on Saladin

Futhermore ... did you have any thoughts about placing your second city 2s of the horses instead of 1n?
 
Those elephants look like they need the care of Attacko. With all these protective leaders around, amphibious elephants could really be the way to go. Following this (flawless) logic, city 4 should be named after Attacko and permanently work the elephant tile.
 
Hmmm, no holy crusades against the heathens via the AP? Ah well, all sid really needs is the CIVfanatic community!
 
Whoa.. I feel myself old, as it feels that you just recently started these series..
Oh boy, great game this will be, and thanks to you for your previous games, they've been really fun to read.

I will be watching this for sure..
 
Horseback riding after masonry and rush saladin?/

:stupid:

Sally has to go, no doubt about that. Otherwise he'll be a protective pita for a long time.
It's a hillside city, but early Numidians should be able to take care of that.
Let's see that UU in action, Mad :)
 
Make use of what you have.

HBR is expensive and a dead end tech, but the Numidians will be a help for you. This also will allow for Jumbos once you get construction on board as well. I'd be tempted for iron working, but swords won't be as valuable and it does not seem as though you have an immediate need for spears. Plus, IW is usually available in trade at some point.

If you can eventually get to cats + Jumbos with some promoted Numidians to help out you should be able to war monger pretty well.
 
Yeah I agree. HBR sounds like a good choice here, followed with Construction.
 
Sailing + Lighthouses in both cities will give you 3F3C lakes. That should power you to HBr nicely.

City #3 = western horse/fish production city
City #4 = Sal's copper/FP city
City #5 = Sal's Capitol

Don't worry about filling in the back forty until you have IW to deal with the jungles.
 
That extra unsettlable Fish to the West Pisses me OFF!

I would invest in a galley, for scouting a bit and maybe ther are some other Islands to settle. For exampple I would rather have City 5 on the Plains Island to the East.

I agree with everyone else to let the Numidians ride over the Arab. Try and scout out if he has a second metal.
 
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