Charis
Realms Beyond
Realms Beyond Conquest 2 SG - Phoenicians of Mesopotamia
With this begins a run at the set of Conquests in the
Civilization 3 Conquests Expansion pack. Many of the scenarios
have a variety of civs, and there are other difficulties to try
so it probably won't be the only pass at the conquests, but
in order to give them a try, let's dive in (besides, several of
them are quite significantly shorter than normal games)
Game details for RBC2 (C3Conquests):
- Difficulty: Demigod
- Civ: Phonecians (Seafaring, Commercial), led by King Hiram.
- UU: Tyrian Guard, a Spearman replacement which is a lovely *3.3.1*
- Map: No choice, about medium size. 'Normal' aggression.
- Foes: Six other special civs in the area of Mesopotamia
- Victory conditions for player: wonder win (Victory points)
Roster: (Edit, was: Charis, Speaker, others TBA)
Charis
Speaker
Hotrod
Arathorn
ToddMarshall aka Maniac
All players will take 10 turns (was planning 20 for first, but with an
unexpected three settlers there was a LOT going on early). Here's the spot:
[0] 4000 BC - So it begins...
The start is interesting in that we have *three* settlers, about 14 units and no
unit support yet. Founding fast will be important. We already know sailing and have
some Curragh on hand to explore the seas. The game is 'short term', ie 160 turns or
less with a goal of building wonders. So forget size 20, we need solid, low corruption
high shield size 12 cities and good tech researching/trading. Being seafaring, we'll
want mostly coastal starst. The lowest settler looks to be in a great spot where he
stands, so I'll want to settle there. The next one up has two wheats and lots of hills,
and is coastal. It's ideal, and with the shorter timespan it's proximity to the
first city won't matter too much. In fact, since it's more central and since the south
has more desert, we'll found there FIRST and make it the capital. The third settler
can either board the boat and head for what may be an island to the NW, or it can
settle down near the capital. One step NW will make it on a river. No one can beat
us to the island, so let's settle on the river/dyes.
Tyre and Sidon it is, how appropriate. Although, I have the order historically
reversed. I wonder if a nice 'Damascus' spot will appear to the east. The
warriors disperse to the four winds to explore. We have a good chance of being
centrally located trading moguls, given our seafaring, so let's explore aggressively.
Irrigation requires a tech?? Wow, let's start with that one. Both cities start
on a warrior, and Tyre with the higher food will do a granary soon.
[1] 3960 BC - Ugarit is founded on the coastal river next to fish and within
expansion of dyes.
(IBT) Barbarians already seen lurking in the shadows
[2] 3920 BC - First hut near Ugarit... angry fighter. (Oops, expect more on this diff)
[3] 3880 BC - Movin'
[4] 3840 BC - Exploring shows incense to East, and red borders. Second hut is fighters.
[5] 3800 BC - Yellow borders seen off to west.
[6] 3760 BC - Three more angry fighters from a hut, ouch.
[7] 3720 BC - On same round, three contacts simultaneously! Our curragh meets the
Mycenaens (Greece), warrior to east meets Babylon, and to west, Egypt!
Mycenae has two workers for sale, though I can't take advantage of eating
both. They have Warrior Code and Stone Working. Babs have Ceremonial and Stone,
and Egypt has Ceremonial. To Babs I trade Pottery for Stone and 10g. To Egypt
I trade Pottery for CB+10g. To Mycenae goes Pottery+CB+7g+2gpt for Warrior Code
and one worker. Thus I keep the monopoly on Woodworking. Burial Mound (Temple)
and archer are the new build options.
[8] 3680 BC - One warrior seals off the land bridge to Egypt, while the others
continue to explore, bracing themselves for more angry barbs. For a nice
change, we get 'Mining' (yes, you need a tech for workers to 'Mine' here!)
We're now dominant in techs and contacts. Speaking of contacts, the other civs
are supposed to be Sumeria (Tigris/Euphrates area), Medes (Persia) and Hittites
(near Egypt? Syria?) Sidon switches to barracks.
[9] 3640 BC - Ugarit finishes warrior, starts Burial mound to pull in the dyes.
[10] 3600 BC - Another barb killed, more exploring. Near home a worker moves on
to the wheat near Sidon intending to mine, and one moves onto a hill outside
Tyre to help finish the road (and perhaps mine). Soon we'll need to start a
long irrigation chain from the tiny fresh water lake (Galilee) down to Tyre.
It might take some chopping along the way.
Win conditions - it's a Wonder victory, and here are the seven wonders in the game:
* Colossus - Bronze Working
* Great Lighthouse - Navigation (and Stone)
* Hanging Gardens - City Planning (and Stone)
* Mausoleum of Mausollos - Mathematics (and Stone)
* Pyramids - Epic Work Projects (after Code of Laws, also needs Stone)
* Statue of Zeus - Astronomy (and Ivory)
* Temple of Artemis - Polytheism (and Stone)
Note in this game all these are *ancient* era except Math, at beginning of next era
To win we will NOT need a large number of cities, but a few very good ones which
can be dedicated to wondering building, while the others do well in commerce/science.
We'll surely want to found a city near Stone soon, preferably on a river. The spot
about 5 NE of Tyre which catches both stone and incense might be good, otherwise
East of Tyre is some stone and ivory together.
(Edit - Roster - Final list was TBA, with first preference to those who showed interest for RBC1 but couldn't fit that roster, or a conquest, including: Arathorn, Hotrod, Maniac, Ridgelake, Skyfish, Sulla, as well as FRFR players )
BTW, with 160 turns max, if 5 players, we'll see at most 3 turns each, possibly
never a war, possibly just a few hours total game time, so don't let "too busy"
keep you away
3600 BC RBC2 Game
Happy Conquests,
Charis
With this begins a run at the set of Conquests in the
Civilization 3 Conquests Expansion pack. Many of the scenarios
have a variety of civs, and there are other difficulties to try
so it probably won't be the only pass at the conquests, but
in order to give them a try, let's dive in (besides, several of
them are quite significantly shorter than normal games)
Game details for RBC2 (C3Conquests):
- Difficulty: Demigod
- Civ: Phonecians (Seafaring, Commercial), led by King Hiram.
- UU: Tyrian Guard, a Spearman replacement which is a lovely *3.3.1*
- Map: No choice, about medium size. 'Normal' aggression.
- Foes: Six other special civs in the area of Mesopotamia
- Victory conditions for player: wonder win (Victory points)
Roster: (Edit, was: Charis, Speaker, others TBA)
Charis
Speaker
Hotrod
Arathorn
ToddMarshall aka Maniac
All players will take 10 turns (was planning 20 for first, but with an
unexpected three settlers there was a LOT going on early). Here's the spot:
[0] 4000 BC - So it begins...
The start is interesting in that we have *three* settlers, about 14 units and no
unit support yet. Founding fast will be important. We already know sailing and have
some Curragh on hand to explore the seas. The game is 'short term', ie 160 turns or
less with a goal of building wonders. So forget size 20, we need solid, low corruption
high shield size 12 cities and good tech researching/trading. Being seafaring, we'll
want mostly coastal starst. The lowest settler looks to be in a great spot where he
stands, so I'll want to settle there. The next one up has two wheats and lots of hills,
and is coastal. It's ideal, and with the shorter timespan it's proximity to the
first city won't matter too much. In fact, since it's more central and since the south
has more desert, we'll found there FIRST and make it the capital. The third settler
can either board the boat and head for what may be an island to the NW, or it can
settle down near the capital. One step NW will make it on a river. No one can beat
us to the island, so let's settle on the river/dyes.
Tyre and Sidon it is, how appropriate. Although, I have the order historically
reversed. I wonder if a nice 'Damascus' spot will appear to the east. The
warriors disperse to the four winds to explore. We have a good chance of being
centrally located trading moguls, given our seafaring, so let's explore aggressively.
Irrigation requires a tech?? Wow, let's start with that one. Both cities start
on a warrior, and Tyre with the higher food will do a granary soon.
[1] 3960 BC - Ugarit is founded on the coastal river next to fish and within
expansion of dyes.
(IBT) Barbarians already seen lurking in the shadows
[2] 3920 BC - First hut near Ugarit... angry fighter. (Oops, expect more on this diff)
[3] 3880 BC - Movin'
[4] 3840 BC - Exploring shows incense to East, and red borders. Second hut is fighters.
[5] 3800 BC - Yellow borders seen off to west.
[6] 3760 BC - Three more angry fighters from a hut, ouch.
[7] 3720 BC - On same round, three contacts simultaneously! Our curragh meets the
Mycenaens (Greece), warrior to east meets Babylon, and to west, Egypt!
Mycenae has two workers for sale, though I can't take advantage of eating
both. They have Warrior Code and Stone Working. Babs have Ceremonial and Stone,
and Egypt has Ceremonial. To Babs I trade Pottery for Stone and 10g. To Egypt
I trade Pottery for CB+10g. To Mycenae goes Pottery+CB+7g+2gpt for Warrior Code
and one worker. Thus I keep the monopoly on Woodworking. Burial Mound (Temple)
and archer are the new build options.
[8] 3680 BC - One warrior seals off the land bridge to Egypt, while the others
continue to explore, bracing themselves for more angry barbs. For a nice
change, we get 'Mining' (yes, you need a tech for workers to 'Mine' here!)
We're now dominant in techs and contacts. Speaking of contacts, the other civs
are supposed to be Sumeria (Tigris/Euphrates area), Medes (Persia) and Hittites
(near Egypt? Syria?) Sidon switches to barracks.
[9] 3640 BC - Ugarit finishes warrior, starts Burial mound to pull in the dyes.
[10] 3600 BC - Another barb killed, more exploring. Near home a worker moves on
to the wheat near Sidon intending to mine, and one moves onto a hill outside
Tyre to help finish the road (and perhaps mine). Soon we'll need to start a
long irrigation chain from the tiny fresh water lake (Galilee) down to Tyre.
It might take some chopping along the way.
Win conditions - it's a Wonder victory, and here are the seven wonders in the game:
* Colossus - Bronze Working
* Great Lighthouse - Navigation (and Stone)
* Hanging Gardens - City Planning (and Stone)
* Mausoleum of Mausollos - Mathematics (and Stone)
* Pyramids - Epic Work Projects (after Code of Laws, also needs Stone)
* Statue of Zeus - Astronomy (and Ivory)
* Temple of Artemis - Polytheism (and Stone)
Note in this game all these are *ancient* era except Math, at beginning of next era
To win we will NOT need a large number of cities, but a few very good ones which
can be dedicated to wondering building, while the others do well in commerce/science.
We'll surely want to found a city near Stone soon, preferably on a river. The spot
about 5 NE of Tyre which catches both stone and incense might be good, otherwise
East of Tyre is some stone and ivory together.
(Edit - Roster - Final list was TBA, with first preference to those who showed interest for RBC1 but couldn't fit that roster, or a conquest, including: Arathorn, Hotrod, Maniac, Ridgelake, Skyfish, Sulla, as well as FRFR players )
BTW, with 160 turns max, if 5 players, we'll see at most 3 turns each, possibly
never a war, possibly just a few hours total game time, so don't let "too busy"
keep you away
3600 BC RBC2 Game
Happy Conquests,
Charis