RBC14E English Freebooters

Bede

Deity
Joined
Oct 24, 2003
Messages
8,160
Location
Cape Cod
RBC14E Historical Age of Discovery

Nation: England
Level: Demi-god
Version: 1.15

Roster
Bede
Sir Bugsy
Deceased Horse
Pokiste
6thGenTexan

Variant Requirements:
1. May not research Protestantism until 1527. Starting in 1527, must research Protestantism. Once learned, establish a Protestant Monarchy. Once in that government, must start building the Luther's Theses wonder.
2. Eliminate all foreign presence in the British Islands by 1513.
3. At least one-half of the treasure units returned home must come from the privateering expeditions of Sir Francis Drake against the Spanish colonies in the New World beginning no later than 1568.

The game lasts 150 turns, 1490-1640-from the reign of Henry VII to the last decade of the reign of Charles I.

The "Sceptred Isle"


Background
It is the year 1490. Henry VII, the first Tudor, occupies the throne of England, after defeating Richard III at Bosworth in 1485. His successor, Henry VIII, will be born in 1491. Henry VII restored a government which had been weakened by the dynastic Wars of the Roses, and promoted foreign trade, making England rich and powerful.

Henry VIII inherited in 1509 a kingdom isolated from the rest of Europe and poor in natural resources. It was protected on three sides by water, but to the north lived the Scots, an ancient enemy allied with France, England’s bitter rival. When Henry VIII became king he set out to expand England’s power.

Henry VIII was eager for confrontation. In 1513 he led a victorious campaign against the French; in retaliation the Scots declared war on England. Henry’s forces repelled the Scots at the Battle of Flodden Field where the king of Scotland, James IV, was killed and the last threat to the English domination of the island ended.

Our challenge is to build on this foundation and make England the wealthiest nation in Europe. To accomplish this task we shall have to develop our commercial and seafaring traits to the fullest. A primary contribution to our victory will come from the pirate fleet of Sir Francis Drake. To quote from Microsoft Encarta 2004:

"To Spaniards, he was the pirate El Draque, and if they had captured him, he would have met a pirate's fate. But there were pirates and pirates in those days. Long engaged in a cold war with Spain (and finally a hot one), Queen Elizabeth had in Drake a freebooter who brought home loot, confounded Spanish forces, kept the enemy off balance, and taught him painful lessons. And since Drake was a private adventurer, Elizabeth could respond to outraged Spanish authorities that Drake had no license from her—though there is evidence that she backed him financially. No other single captain did more to humble the Spanish Empire and lay the foundation for England's mastery of the high seas."

Starting Position:

The Realm


Units
1 settler
3 workers
1 explorer
7 pikemen
1 longbow
4 caravels
1 medieval infantry
1 trebuchet

The Unique Unit (three techs away)



The Known World


Science and Technology



Friends
 
Checking in. I think that our biggest problem is the fact that our pirate unit carries nationality marking, sort of ruining the point of the unit. It isn't possible to fight a cold war in civ, not when we are this close to our enemies. We will need a strong fleet at all times, especially once we have to declare on France, because of all the amphibious units running around.
 
Welcome aboard, DH
 
Welcome aboard, Commander. Shall we add some scrambled eggs to the cover?
 
"Permission to come aboard?" inquired 6thGenTexan as he saluted the King's Flag. "I am ready to help own the seas for King and Country."
 
Welcome aboard the Golden Hind, 6thGenTexan. You may keep your spurs on, if you wish.
 
welcome aboard, Pokiste.
 
To be read to each crew every Sunday in lieu of quarterdeck services unless there is a chaplain aboard

Twenty four hours to post got it, forty eight hours to play, seventy-two hours total, from posting of last save. Violation will incur flogging.

:thumbsup:Requests for skips honored automatically: next player should post and play. Swapping spots in the order confuses me so let's not if it can be avoided. ;)

All known exploits are banned. This includes moving the palace by any means.

God save the King!

Order of go is subject to discussion. I would suggest east to west but I don't know everybody's time zones

Suggested:
6thGenTexan
Deceased Horse
Sir Bugsy
Pokiste
Bede

Now the good news:
I'll will be out of town until next Wednesday with no game and no 'net access. Skip requested, Captains.
 
With our Captain attending Court for a few days, First Officer 6thGen will prepare our expiditions.

There are 3 key dates we need to watch.
1. In 1513, 23 years out, we need to remove the French presence form out north.
2. In 1527, 37 years out, we need to start on Protestantism and become a Protestant Monarcy and start building Luther's Thesis.
3. By 1568, 78 years out, we need to start raiding Spannish Galleons returning treasure from New world.

1. I'll start with sending our LB and MDI over to Ireland to get some expierience against that barb camp. The horses will be connected and Knights will be build for our attack on Edinburgh.
2. I will start research on Magnetism first. I'll try to time it so we have completed the tech by 1527. Someone else will have PP for us to trade for.
3. Starting Research on Magnetism will allow us to switch our prebuild, Sistine's, to Magellan's for the free ships and it is in line to our UU. If you are wondering why we must start raiding the Spanish now, read this:

In 1567 [Drake] commanded a ship in a slave-trading expedition of his kinsman, John Hawkins. On the voyage the Spanish attacked and destroyed all but three of the English vessels. In 1572, with two ships and 73 men, Drake set out on the first of his famous marauding expeditions. He took the town of Nombre de Dios on the Isthmus of Panama, captured a ship in the harbor of Cartagena, burned Portobelo, crossed and recrossed the isthmus, and captured three mule trains bearing 30 tons of silver.
(from historychannel.com)

I say we have until 1572 to get our first Galleon.

Other Items:

John Cabot found the New World for England in 1597. I won't wait that long. One Caravel will head across the Atlantic with a pike, our settler and the explorer.

I have played this as the Mayans, but that is not much help here. I'm at work and will not get to open the game until late tonight. If someone can answer these questions and add any additions thoughts and comments I'm all ears.

What ship is available with Magnetism and do our caravels upgrade to them?
How do the stats of a mustketman compare to our pikes?
Is our Catholic Monarchy pop or cash rush?


6gntxn
 
Musketmen are 3.4.1 and have amphibious assualt. They are rather over priced, at 60 shields a piece, twice that of a pike. Note that MDI and Swiss Mercs are also ampibious. Catholic Monarchy uses gold rushing. Magnatism enables the Carrack, which in this scenerio is an upgraded caravel 2.3.5 if I remember right.
 
Musketmen are 3.4.1 and have amphibious assualt. They are rather over priced, at 60 shields a piece, twice that of a pike. Note that MDI and are also ampibious. Catholic Monarchy uses gold rushing. Magnatism enables the Carrack, which in this scenerio is an upgraded caravel 2.3.5 if I remember right.
 
Thanks for the "heads up" Doc. That is something up for consideration. I have started my turns and have reached the coast of NE. Going by WM information, Spain has sent their first explorer/settler to the Carolinas. We will need another navel base in the Carribean for our raiding of the Treasure Fleet. That settler may have to wait until we have our short conflict with France.
 
Key Item to watch: If half of our VP are from Spanish trasure, we need to bring back 18 for 18000 of our 35000VP.


1490AD-0 In The Beginning.....
Starting build orders:
London--->Magellan's Pre-build....largest city but needs shields
York, Bristol--->Barracks for Vets v. France....both pulling in 5 shields now with some room to improve
Plymouth--->worker....to help develope England
Dublin--> Temple....need to start somewhere

London gets a taxman for 0 Lux and 60% Science. Magnetism in 19 @ -8GPT.

One worker starts roading on starting square SW of London, other 2 head to horse.
Cabot heading West with setter/pike/explorer.
Pike/LB/MDI arrive in Dublin.
Other 2 Caravels head N and S fog busting for map sales.

1491AD-1 Horses connected. Fog Busting nets 25g in map sales which allows us to increase science. Mis-click and move the MP from Dublin. Instead of reloading and retrading the maps (very time consuming but profitable), I trade +1 food for a sceintist.

1492AD-2 Scratch 2 Barbs but no promotion. :( See the New World (five years ahead of history). Maps bring in 24g.

1493AD-3 The Irish are no longer in Ireland, 25g but no promotions. Meet the Iroquois. Bump science to Max since we will be getting some big money for the contact. WM and contacts bring in 285g. Salamanca has no cutlure, is at size 1, near the Great Lakes and there are no other towns.

1494AD-4 Drop off colonists near Maine, 2 fish in one border expanse. 24g on the Map trades. Spain had a bigger map. They have reached the Carolinas. Spend 160g to complete the 2 barracks.

1495AD-5 Barracks start Knights. Plymouth starts Caravel or Carrack prebuild. Jamestown founded and starts a harbor. 53g on the WM.

IBT Spain is the first to make demands, WM+33g. Not ready to say no so they get it.

1496AD-6 Our offensive stack is assembling near Edinburgh. Pick up 48g in WM trades.

1497AD-7 Gain another 57g for our WM.

1498AD-8 Our Explorer has reached the Pacific Ocean and one Caravel has to turn back after failin gto find a Northern Passage. I spy what may be the Mayan border. Only get 14g for our WM. Most people are low on gold. If they cannot pay full value, I buy their map for 1-2g to keep ours complete.

1499AD-9 Meet the Mayans and sell around some WM and contact for 94g.

IBT Maya want us out of their waters. That enables me to take their WM and 86g for another contactat. They did not have that money at the end of my turn.

1500AD-10 Contact the Aztecs. They have not even met their neighbors the Mayan. :crazyeye: Trades some contacts and pick up 161g and THE WM and 161g. I have not traded the Indians to all the Europeans due to lack of money. Some have a WM a few years old because I did not want to take GPT for the WM. Two Caravels are foritified outside of London blocking the English Channel. The Third is returning fron the Northern Passage and the fourth is looking for Indians in Central America.
The Exploreer is heading North along the Pacific coast. The Aztecs were exploring the desert southwest while the Iroquois were cutting straight across the continent. Heading North would net the best map gains. Just watch out for barbs.

If I recall correctly, we are 3 turns from Magnetism. Check and see if it is possible to get Naval Ordnance before turning to Protestantism. We have the World's Wealth as long a we keep ahead of the exploring.

The Dutch have settled New Amsterdam NE of Jamestown near Labrador/Newfoundland.

The Spanis have settled Hispaniola in Georgia.

The Portuguese have settled Rio de Jinero in North Africa.

The French may have reached North America by now but have not settled.


I'm heading out to personally explore the lower gulf coast of Texas for myself tomorrow. I'll return with a report on May 26 so if the game gets back to me, I'll need to be skipped.

6thGenTexan---->Heading to the Beach
Deceased Horse---->Assuming Command
Sir Bugsy----->Prepareing to fight the French
Pokiste
Bede


http://www.civfanatics.net/uploads7/RBC14E_1500.zip
 
Have fun Tex! The Riviera is nice this time of year. :D
 
Argh! Avast me maties! I'll keelhaul you scurvy dogs!

Now that that is out of my system, it is time to get down to buisness.

Preturn: Swap Plymouth to worker. Need to get our homeland developed ASAP.

Turn 1: Plymouth builds worker, starts barracks (mined hill comes on line, boosting it spt). Our intrepid explorers continue to map the high seas, and explorer the farthest depths of this new continent. Our European neighbors pay well for this knowledge.

Turn 2: Magnetism comes in, and it will take London forever (56 turns) to build Magellan's. Time can be cut down to 37 turns or so if we borrow the mine from Plymouth, even less once one of London's unimproved grass tiles gets mined. Plymouth will get back up to speed once the other hill in its radius gets mined. At 100% science, we could get Naval Ordance in 16 turns, which would be in time to beat the deadline, but we would be running a -37 gpt defecit. Running science @ 70% would get us ordanance in 23 turns, or in 1525, 2 years to spare. The other problem is that everyone except for the French already have Magnetism; so no way to sell the tech nor to block a wonder cascade. We cannot start Protestanism without the printing press tech, and no one is willing to sell us the tech @ 4th for less than our entire treasury (608 gold) and 8 gpt. I have no real choice according to the rules but to start on printing press, and hope that the French buy the tech soon (hopefully not magnatism, though!) and arrange a trade then.

IBT: The Seminoles, having somehow acquired gunpowder and naval artillery, attack one of our caravels, but we in. The Portuguese start Magellan's. Dublin riots, hire a taxman.

Turn 3: Scratch that; hire a scientest in Dublin and swap the taxman in London to scientist, cutting research time by three turns. The French have, of course, bought both magnetism and printing press. But, lucky for us, the Spanish DO NOT have printing press! Buy printing press from the Dutch for 6gpt and 600 gold (not giving the Portuguese any more money). Sell Printing press to the Spanish for 11 gpt, wines, wm, and 30 gold, and this also has the side effect of totally consuming spain's income. Check tech again: I think we can sustain research on naval ordanance and get it in time only if we make 13 gold a turn in map sales a turn, and that sum will go up as maintinance costs and unit fees go up, down as pop grows. Or we could go for gunpowder or banking, both of which are cheaper to research currently. Gunpowder should be avoided for as long as possible in order to avoid the craptacular muskateer unit. I'll take the gamble and try and get ordance in time; let's hope our map sales keep us afloat. The wines allow me to fire the specialist in London.

IBT: Everyone else starts on Magellan's.

Turn 4: Yo ho ho and a bottle of rum. Map sales still turning a profit.

Turn 5: Sell alphabet to the Aztecs for 30 gold and their map. Selling their map around gets us up to 96 gold. MM London, stealing tiles from other cities, Magellan's due in 28.

Turn 6: Yo ho, yo ho

IBT: The Portuguese finish Sistine's in Lisbon, everyone cascades around to Leo's and Magellans.

Turn 7: Someone has discovered gunpowder; can't tell who, but it's probably not the Portuguese because they are broke. Maybe the Dutch?

Turn 8: Bristol builds Knight, starts MDI

Turn 9: York builds knight, starts colonist.

Turn 10: Another mine completes, cutting another two turns off Magellan's.ARGH MATEYS!
 
I've got it, but it will probably be until late tomorrow before I get it done.

Sounds like I need to prepare to kick the French out of Scotland.
 
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