Saints 1 - A Genuine Prick

Saint Rising

Metal Monster
Joined
Aug 24, 2008
Messages
165
Location
Iowa
RAWR. Welcome back. Thread reposted and reconfigured.

http://forums.civfanatics.com/showthread.php?t=295998

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Once more, our glorious (prick) leader!

Our variant: I'm a genuine prick!

Alright, like was mentioned in the original thread, we are in this game to be complete and total pricks.

This means doing anything that makes people mad, be they our rivals' people or ours. We never can accept trades from other people, we can never give tribute, we can never swap religions because people ask us to. We can offer trades, but they have to be unfair in our favor. We are encouraged to demand tribute. In random events we select the option that pisses our people off the most. We are encouraged to backstab our enemies. We are not to hook up happiness resources unless we gain something more than happiness (extra commerace, food, units, etc.), we can't adopt religions to make our people happy, just to piss off neighbors. We can't use hammers or turns to make our people happy. Spies and Privateers are really really cool and prick-like.

Required civics: Slavery (until emancipation), Police State, State Property.

Victories we cannot pursue, but our enemies can: Space Race, Diplomatic, Culture.

I think that covers the variant. If there's anything I missed, please do tell. :)

So, here is our settings:

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No mods, except for Blue Marble, which is optional. We're using BTS 3.17.

And here is our start, and a fine start.
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Two Ivory and cows. Not to mention, we're at the ocean! Not a horrid start. =)


Roster:
1. Saint Rising
2. radiofreestl
3. yena
4. Meiz
5. Open

Let's have fun with our total prickery!
 

Attachments

This would be a great comeback to civ, so sign me up if you can tolerate little rustyness :D
 
Reporting for duty!

Never played marathon before. How many turns do we play each?
 
I was thinking something everyone could play 20 or 25 turns for the first round, then down to fifteen after that. Any objections or better ideas? This is actually my first Succession game.
 
15 turn round is the most common for Epic speed, but no idea on Marathon. Never played that before.
 
Checking in. 25-->15 sounds like a good plan. We can adjust later if needed.

Move Scout N-NE before we settle? AH to start?
NE sounds good. AH is for sure, then beeline to bronzeworking, methinks. Then...sailing perhaps?
 
Agree on AH, and N-NE. If nothing exceptional turns up I'd settle in place. With coast, fresh water, 3 hills, wood to chop, and food, this will be a good production pump for the first horde.
 
Agreed. I would go with worker as first build so we can get those cows and jumbos online asap.
 
Alright, here's what we got.

Move settler 1 N-NE.

Research Path: Animal Handling > beeline to BW

First build: Worker?

We in agreement?
 
I was thinking something everyone could play 20 or 25 turns for the first round, then down to fifteen after that. Any objections or better ideas? This is actually my first Succession game.

On Marathon at the beginning you're probably going to want to do at least 40 turns for the first 2-3 players, then drop to 15-20 (depending on what happens in the round - as the game progresses 10-15 will become more normal probably). Early marathon is SLOW.

Got room for one more?
 
On Marathon at the beginning you're probably going to want to do at least 40 turns for the first 2-3 players, then drop to 15-20 (depending on what happens in the round - as the game progresses 10-15 will become more normal probably). Early marathon is SLOW.

Got room for one more?

Sure, the more the marrier.

Okay, misunderstood on the first movement. Umm, do you guys wanna switch to longer first play turns?
 
Thrynthlas seems to know what he is talking of, so I'm fine with 40 turns initially. Now, let's get this game started...
 
Righto, forty turns it is. Here's the roster for a final time before I play.

1. Saint Rising is playing forty turns
2. radiofreestl is on deck with forty turns
3. yena is waiting patiently for forty turns
4. Meiz is a time away, 35 turns
5. Thrnthlas thinks his 30 turns will never come.

Then drop to 20 turns.
 
I've played my turns, guys, but photobucket is being a complete and udder...well, prick. How ironic. I'll put my report up as soon as photobucket decides to like me again.
 
1. As planned, moved scout North and then Northeast, revealing a rice tile for us. Settled in place. Worker production began, as planned
Now, the fact ha we have a rice tile brings up a question. Should I stick to the initial plan of Animal Husbandry, or should I get Agriculture? Agi takes 27 turns, while AH takes 36. AH will give us an extra food, as well as two production, but we already have good production from our elephants! Quite confusing, this. I eventually settled on Agriculture, since researching it will be quicker and give us a sooner start on the beeline to BW, and also because it will make the AH research less time if we decide to research it later. Sorry if I made a bad choice, guys.
2. Moved scout to the hill that was 2NW, revealing fish, more cows, and our first goody hut!
3. Goody hut gave us some gold, woo-yeah
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Then moved the scout NW to the hill, revealing some bananas in a jungle. Shoot, seems our only way of expansion has jungle!
4. Continued scouting.
5. We have ANOTHER source of elephants near our empire.
6. Scouting continues!
7. More elephants to the south! (
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Good lord! Perhaps we have all the sources within our grasp!
8. We have met Shaka! (screenshot misplaced somewhere.) Another prick to complement our prickiness! We must be careful pricks though. Oh wait, we’re not allowed to be. :D Problem, Shaka is near a source of elephants. We CANNOT let a warmonger like him keep them. That would be very dangerous for us down the road. We should probably rush settle, or wage war to keep his settlers away.
9. Scouting continues
10. Scouting.
11. Scouting…
12. Scouting…
13. …scouted right next to a lion. . .. .. .. ..
14. The scout barely won!
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Moved into the forest and set to heal.
15. Turns fifteen and sixteen I had nothing to do.
16. Nothing
17. Resumed scouting! AUGH!
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Another prick, but a religious one. Our prickesh ways tell me that we should get a different religion then her, so we can really PISS HER OFF.
18. Scouting…
19. Scouting.
20. Scouting
21. Wolf came out of nowhere, but the scout prevailed and was given the woodman promotion! Agriculture in five turns!
22. Guess what, we’re scouting.
23. Buddhism founded in a distant land. I missed the screenshot. Also, the land wasn’t so distant because…
24. Isabella converts to Buddhism! Those 23 turns she spent on it might really cripple her. Can anyone say FIRST TARGET? :D We continue scouting!
25. Scouting is boring.
26.
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Enough said. Started on mining, and then we’ll go to BW.
27. THERE’S GEMS TO THE WEST!
28. Lots of them, actually.
29. Scouting
30. The Worker production has ended. For safety, I set production to a warrior. The worker then proceeds to start going up to the rice. Want that extra food hooked up fast, yo. We have thirty turns of no growth to make up for!
31. Scouting continued, worker reaches rice and begins building. Farm in 15 turns. Seems I won’t get to see it done. =(
32. Scouting continues
33. Scout
34. Scout
35. Scout.
36. Scout.
37. Scout
38. Scout
39. Scout
40. And I end my first set with more scouting. Here’s the end stuff.
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Shaka to the south, Izzy to the West. Until we get good boats, these might be the only ones we can be pricks to!
There are bountiful resources around, particularly elephants. Though you can’t quite see it, there is a fish resource north of the cows and bananas. Might be a good place for a port city, though we should wait for BW to get started on a dot map, jes? The next player shall start on the sort of even date of 3400.


Finally. XD
 
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