RBC5 - Feudalistic Mongols OPEN SG C3C 1.12

Charis

Realms Beyond
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Dec 20, 2001
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Midwest, USA
I've been wanting to do a game with Feudalism as the main govt, which
needs large numbers of small cities, which in turn cries out for FP,
so it's been useless pre-patch. With the patch out now, it's time for...

RBC5 - Feudalistic Mongols

Civ: Mongols. Military Expansionist. Warrior Code and Pottery.
Standard map, 60% pangaea, Random barbs, Random conditions. Respawn and cultural link off. Difficulty: Demigod

OPEN Succession Game, Demigod level, nothing TOO intense, but with
a few small variant twists...

Rules:
- The only allowed governments are Despotism and Feudalism
- No aqueducts or hosptials
- Sun Tzu's Art of War must be built or captured

Comments on Feudalism:
- Unit support is 5 for town, 2 for city, and 1 for metro.
- War weariness same as Republic. 3 MP. 3gp/unit over the limit. Corruption like Monarchy
- POP rushing (so that's all we'll ever do this game)

Consequences:
- We'll want to get to Feudalism ASAP and can ignore Monarchy and Republic
- We would do well to see the game end before Sanitation, lest we fall behind
- Feudalism is definitely best for a large number of underdeveloped cities/towns
and in its ability to field a rather large army. This'll be a military game.
- With little use for cash and decreased need for happiness, most cities won't
need anything but a rax and perhaps temple. (So Sun Tzu will really be useful.
For that matter, Pyramids would be huge, and almost a must to capture or build)
- With no 'ducts or hospitals, ICS-like builds will make complete sense for Feudalism. Feel free to pack them in, although give river cities space of 3 [edit]
- The above led to consideration of Japan, China, and Mongols. All are good choices,
but we'll see Feudal Japan in Sengoku, Riders might be TOO nice, and the Keshiks
don't see much action in RB games. Besides at 60 shields they're much easier to
pop-rush! Expansionist won't hurt either. World size is standard, but 5 opps.



I'm taking the first turn through 2550BC. Next up can take 15 if they want,
then 10 turns each after that.

Let's test out the new patch :p
Charis
 
Temujin Charis was the quiet son of the great Khan, who died unexpectedly
young while consuming an overripe mango one day. Temujin was thrown into a
situation where he wielded absolute control, and he was scared. He envisioned
a government where the people are cared for to a greater degree, where they
have some self rule in their small hamlets, and not hop around on the whim of
a tyrant. His great vision was for a government he liked to call Feudalism, and
he dreamed of being the chief over a great number of these Feudal towns.

So did the Mongol nation chart a new course, and decided to settle down and build
an empire. This Temujin known as Charis was a peaceful man, and he planned to avoid
the warmongering of his father, but instead play a diplomat and send many scouts far
and wide to establish friendships with neighboring tribes. Thus he built not a single
military unit on his reign, nor was he in a hurry to build a settler - he figured that
if the capital was strong, the nation would follow its example.

The first people he met was Brennus of the Celts, and they warmly traded knowledge,
our Code of Warriors for his ceremonial burial. The kind Brennus even threw in 10g.
Later on our friendship would be cemented when one of our scouts was trapped by a
barbarian tribe and about to die, when a noble warrior of the Celts let out a warcry
learned from our Warrior Code and saved the scout. (One other scout of ours was not so
lucky as to have a Celtic friend near, and he perished in 3250BC).

Lest we get ahead of our story, the first big event in the reign of Temujin was
a scout reaching a small hut and finding that in fact it housed a whole village,
to be known as Ta-Tu. This fine village was on a river and has three bonus mined
grasslands -- it shall be a shining jewel in our crown some day. For now it proceeded
to work on a pair of workers quickly, to connect the towns and to improve the land.
Our capital, Karakorum, send out several scouts, then prepared a barracks to supply
whatever towns we might have by itself, and finally, thinking of expansion, built
a granary. As Temujin's reign would close, a settler would be due soon, eyeing a
reddish spot with both cattle and wheat on the coast to the West. There's also a
blueish spot to the East with incense that would be a welcome addition to Mongolia.

The millenium report listed the most powerful nations as: Greece, Zulus, Celts,
Vikings, Carthage, and finally... the Mongols. This did not frighten Temujin,
who knew that power was not true might, rather knowledge and population.
Very soon after we met these Greeks, with a very powerful defensive unit, and in
2710 BC we met a most aggressive Zulu nation, who was easily besting us in technological
advances, including the Working of Bronze, fine Masonry crafts, a primitive Alphabet and
a Mystic religious system. As the sole purveyor of such knowledge we could not afford
any until Alex bought in. Then a decent trade arose whereby we bought Mysticism from
Greece and traded this with but a few pennies more for Bronze Working from our good
friends the Celts. We can only hope our scouts can discover some new knowledge and/or
civs as they roam the pangaea. Apparently the Vikings (a major Feudal-era rival) and
the Carthaginians (another strong early defender) are still unknown.

Though we researched the wheel ourselves, others got it the same time, for no
profit or trade. We're working on Horse Riding, which none other know. Most
fortunately, we have a horse right between Karakorum and Ta-Tu. Temujin believes
this will be all we'll need to forge a unique unit of great speed and power to
advance or defend the Feudal empire someday.

Temujin Charis began to fear his absolute power would corrupt, and so he stepped
down in hopes another would rise up and lead our fledgling Mongolian nation.
We have much expanding and much exploring to do. Will we (can we?) continue to expand
the large territory near us peacefully? Will an upcoming leader fear for our lack
of defenses? Only time will tell. One thing is known -- there seems to be enough land
for about 7 other nations, yet only 5 are present, so our expansion as well as the AI's
is capable of going longer, further, and without bloodshed, for a little bit longer than
might be usual. Keep that in mind, ye farmers of Mongolia.

Here is a bird's eye view of our lands...



And here is the royal signet of the nation, who now will lead?? (Speak up, and
play your turn within 8 hrs after a "got it" post)

Remember, this game is C3Conquests, new beta 1.12 patch!

RBC5 Save file 2550BC

Best wishes,
Charis

(Reminder, I'm taking a week off for family and :santa: so just go for it, and don't worry that I'm quiet over the next week :p )
 
Got it
Grimjack the early riser
 
2550BC Grimjack, the winner of the annual spitting competitions is by popular consent elected as chief.
Behold the might of our empire. We are impressed by the mighty undertaking of building a settler in Karakorum. Even the silent white tribe is preparing to join the release party.


IBT: Celts are highly mystic, and they are preparing a special place to house their fortunetellers ( oracle. ). The party for settlement will be canceled as several Celt warriors using WEAPONS :o destroy the party spirit by bashin in the head of the white tribe people.
We will build our own pointy sticks, lest our farm produce is taken from us.
Ta-Tus roadcrew is completed, and they too will build special 'roadcrew' members using axes to keep track of our other roadcrews lest the thieving tribes make off with them.

2510BC The swap to police is completed, and once we have the guards in place, we may continue building settlers. Grinmjack has no wishes for a very very short reign.
however, with two men from the white tribe outside Ta-Tu, we prepare a feast by collecting money to receive them properly.
We changed our mind from building warriors, as that might have been mistaken as a Bad Thing.

IBT: The Celts appreciate us as neighbours so much they decide to build a city right on our doorstep. The warriors heading our way returned to this city, possibly to party. We wouldn't know, becuase we wern't invited.
Expectations in Ta-Tu are high, as the preparations for party are complete.
We get an honorguard in Karakorum. It is time to start spreading the gospel of peace. We reopen the production of a settler.

2470 This is the quiet years

IBT: As expected the white tribe joins the party. However, several citizens complain about property losses, and we estimate about 12 chests worth of property was lost. The white tribe has no commects, as they all disappeared without a trace. An investigation will be mounted.
All the rest of the world also start to build special houses where their oracles may tell the future in peace.

2430 Our scouts in the far west sends word. The Ghuzz tribe taught us Masonry before setting sail across the sea.
The warlike Celts do not appreciate Masonry enough to teach us ironworking. We however values Masonry higher than the three gold they would pay us for it.
Our finances are NOT solid though, with 3 gold and -2 gpt. I may have to take that deal for 3 gold from the Celts next turn. Wise men points out that we could produce and tax the use of Tobacco, but that would also take time out of producing a settler.

2390 I stave off the moneylenders by fleecing the citizens of Ta-Tu. It is only a temporary measure I assure them.

2350 With a settler completed, we want archery competitions. We order up an archer. In order to not appear as fearing the Celts, we order the settler towards the blue silks rather than the cattle. Cattle smells anyway. :rolleyes:
We also accept Brennus offer of 30 gold for Masonry, staving off our financial worries for a while. This let me reopen the research into horseriding.

2310 The year of the big spitting contest. Grimjack won once again, proving his right to rule.

2270 Up in the north we spot a mysterious stranger. He is wearing drab brown clothing, and calls himself Carthage. We ship him 21 gold and Mysticism in exchange for Alphabet. Zululand and Greece has Writing. Alphabet is not enough to get Celts to part with IronWorking.

2230 Having completed an archer, Karakorum starts on a warrior. We have 9 shields, and grow in one, so we have some hope of getting the warrior in one turn, freeing the Archer to look for the mysterious white tribe.
Kazan is founded next to the little silk worms. A forest is chopped to get the city, but we think it is a nice price to pay.
I wonder what magic Carthage has, as he now has both Ironworking and Writing. Both techs quite expensive. I only gave him one cheap tech and very little gold.
I will send both available scouts northwards to see if he has a friendly neighbour.
6 gold, 2 gpt and Alphabet is not enough to get Iron from the Celts.

2190 Joy when plans work out, Karakorum gets a warrior, and we can send out the archers to look for the white tribe, and see if we can get our gold back.

2150 Another plan works. Our scouts in the far north spot a purple warrior. They are fearsome in appearance, and even more fearsome in their knowledge. They are up Horseback, Iron and writing that I know about.
We still have 37 turns left on our horseback, so I turn research off. Karakorum starts another settler.
Price for Iron didn't fall enough for me to ba able to get it for Alphabet. So I fire up a taxman, and give Brennus 2 gpt and Alphabet for Ironworking. ( It is only for a turn or two. Once our next settler settles, we ought to have money. )

2110 I start to clear out the forest so that we can get a bit of control over where the worms that produce silk are.
Hmm, I fumbled a bit in Karakorum, It can grow to size 7 if I MM correctly. I do not do so, as I would not want to lose the Granary food when we pop the settler. Instead I MM for growth in 2 and settler in 2. ( Could have had growth in one and settler in two. )

2070 Ta-Tu completes a garrison just in time as the first barbarian horse shows up. In the west our archer are racing with the Celts towards a barbarian camp.
grimjack wins yet another spitting contest.
Just in case though, I set Ta-Tu on Wealth.

2030 Celts win the race to the camp, but there are two warriors there. They kill the first, and we kill the second, gaining much needed 25 gold. Just as we enter the camp, a galley sails out to the sea. Awestruck by this display of craftsmanship, we immediately look for who taught them this way of building ships.
Karakorum starts another archer after completing the settler. Our warrior searching the black west of TaTu finds the Almarikh tribe. They are so impressed by the spitting ability of Grimjack they immediately join us. :band:
Not having a combat calculator at hand, I let my fortified regular warrior stay in Ta-Tu rather than attack the barbarian horse in the mountains.
Hmm, none of the AIs can trade maps. Wonder what triggered the Barbarian galleys.

1990 In an unexpected move, the barbarian horse bypassed lightly defended Ta-Tu and headed further inlands. Two more barbarian horsemen appeared outside our borders, and our military might might need to be increased :)
With so many barbarians around, I decide to wait for a spearman escort from Karakorum before continuing for the red spot of Charis.
No longer on the mountains, I decide to try my luck with the Ta-Tu garrison. Success:) Ta-Tu is undefended now of course though..

1950 Kazan has 12 shields in store. I have set it on Barracks to have a secondary supplier of military might. The settler I recommend moving one more step west before settling on the coast right between the cow and wheat. Statr settler at once when Karakorum reaches size 6, as otherwise we would waste turns. Could be more efficient to work Karakorum with size 4-6, rather than the present 5-7, but we need the money.
There is still a window for a twofer on writing and horseback, but we haev nothing to trade with. Do check the AIs every turn, as any turn now we are likely to be able to trade our maps. They ought to get us up in speed on tech if we have some luck in what AI pulls MM first.
Finally the spitting contests are abolished for more militarily proper archery contests. Grimjack who by now is so feeble he cannot even string his bow hand the rigns of power over to:

Yes, who takes the archery contest price of one Mongo nation. Contestands are required to apply here.

Grimjack
 
Originally posted by Grimjack
It can grow to size 7 if I MM correctly. I do not do so, as I would not want to lose the Granary food when we pop the settler. Instead I MM for growth in 2 and settler in 2. (Could have had growth in one and settler in two.)
@Grimjack: Think back to May 26, 2003. What happened then? Not a "got it" by the way.
 
Temujin Griselda's arrow strikes true, and she takes command of the Mongol lands.

Griselda would like to remind the once and future Mongol leaders that we will not be able to trade maps until the middle ages. This is an odd thought for her, since she's not quite sure what "maps" or the "middle ages" are. Only the white tribes can trade maps right now.

Griselda surveys the Mongol lands. The cities look nice, but awfully spread out. Why give the future feudal leaders more land than they can realistically rule? More cities = more peasants to rush stuff for the Temujins! More cities = more tribute going to the Temujins! Griselda plans to start settling cities closer together, and hopes any future Temujins follow suit.

She notes that there is no iron in the nearby terrain. This isn't as painful for the Mongols as for other civs, however.

The white tribe may enjoy parties, but they always trash the place. A royal decree is issued- the white tribes will never again be invited to party on Mongol soil. It seems this is not well received by the white tribesmen, who threaten to pillage Ta-Tu next turn. Some other white tribesmen seem to be asleep east of Kazan. Karakorum and Kazan are to build archers to enforce the new "no barbs" law.

While the barb situation is bad, I hope Ta-Tu hasn't been on wealth this whole time. If it's only one unit at a time, we may not ever lose production, so we might as well at least try to build inexpensive units. While we may not get to use the shields if the barbs take them, we'll certainly not get to use them if we're just building wealth.

With 32 gold and barbarians coming, I look for some trades, but we can't afford anything. Carthage does lack horseback riding. Greece has a monopoly on math. Hopefully some more opportunities will present themselves.

BT- Ta-Tu is pillaged, losing population. Another barb horse heads towards Ta-Tu. Didn't they hear that the party is over?

(1) 1910 BC - The archer by Kazan moves to Ta-Tu. It should be able to move out and attack next turn. Ta-Tu to archer. The warrior on the mountain is sent to Almarikh. The wounded warrior also moves to Ta-Tu. He can stay when the archer moves out. The archer in the west heads NW, barbhunting.

In light of Temujin Charis' vision of feudalism, the settler moves one tile SE :crazyeye: Without a river over there, the thought is one settler for the cattle, one for the game, and one for the wheat. Settling between the tiles over there would just waste them.

BT- Karakorum archer - settler. Early size seven should be fine for a settler. It's late size seven that's not such a good idea. Also, the lux tax is killing us, and sort of silly with only one large city.

(2) 1870 BC - Kill barb horse at Ta-Tu with archer. Warrior arrives in Almarikh. Found Tabriz by the cattle, and start settler. Our scout by Greece hasn't heard about the royal decree, and he walks up to a barbarian and asks him for directions to the nearest party.

Karakorum's archer north for more barb hunting.

BT - Spices online! [party] The barbarians kill *two* of our scouts to the north! At least we have full contact already.

(3) 1830 BC - Lux can go to 20% with spices in.

BT- Kazan archer - granary. We get word that Carthage has started building a very large, pointy building. Temujin Charis had suggested that the Mongols do the same, but I don't think we're in any position to attempt it at the time being.

(4) 1790 BC - Kazan archer moves out towards the sleeping barbs. Meanwhile, Temujin Griselda was enjoying the new, spicier flavor of foods. She started feeling nervous that the Celts would hear about this, and try to take the spices from the Mongol lands. "We must protect our borders!" Griselda decreed. "We must not let the Celts take the spices for their foods!"

You see, a settler would soon be completed in Karakorum. This settler woud be sent east, because that land would be settled more quickly than other lands. But, Griselda did not want to leave a city undefended on the borders of Mongolia, nor did she want to take the time to train additional military units. She also could not part with her personal guard in Karakorum. Actually, she would not have minded much, since her spicy-breath could ward off attackers, but she was concerned that the people would riot without guards. The spearman at Tabriz was ordered to head towards the front to guard the city-to-be. What Temujin Griselda overlooked was that Tabriz would need the military police unit if it was to successfully complete the settler it had been ordered to build. She would not realize that for several move decades.

Horseback riding would be ciritcal to the success of the Mongol people, Griselda knew. She paid the Greeks to teach her how to ride horses. 20 gold and 6 gold per turn was the negotiated price. She shared this knowledge with the Carthaginian people, along with 13 gold and 2 gold per turn. They, in turn, taught the Mongols how to write. Griselda noted that the Greeks still had a monopoly on mathematics.

This left 4 gold in the royal coffers, two of which would need to be spent this very turn! The Mongol people lacked even the resources for a min-sci run on literature! Oh well, that's what credit is for! The financial situation was expected to improve once the settler left Karakorum.

BT - Karakorum settler - settler. Another barb horse appears by Ta-Tu.

(5) 1750 BC - We attack the fortified barb horse by Kazan, and lose. We kill the barb horse by Ta-Tu, and can now see a camp. I forgot to check the name of the horse, so I'm not completely sure it's the same camp. Kara settler moves SE.

BT - The barb horse by Kazan has magically healed the 1-hp it was down, and it gallops towards Kazan. Eep.

(6) 1725 BC - The horse at Kazan is threatening the worker and the city. Attack the barb with Kazan's warrior, and lose. We would have won if the horse hadn't magically healed last turn. :mad: I retreat the worker. There are four shields in Kazan's box.

BT - Kazan pillaged, minus one pop. Now, the sleeping warrior moves up to Kazan.

(7) 1700 BC - Kazan to warrior, due in 2. I'm not so sure we'll make it two turns out there, though. We do sack the Yue-chi camp this turn. I hope we don't just end up giving that gold to the other barbs, but that would be better than population or production. I settle Ulaanbaatar SE of Kara, and start a temple. Mathematics and map making are available, with two-few possibilities. Neither is a monopoly tech, but we can't afford either tech just yet.

BT - Kazan is pillaged, and we lose 6 gold. That's all? We blow our Mongol noses in the genral direction of the bars. Kara settler - settler. Almarikh worker - barracks (?).

(8) 1675 BC - Fortify our wounded archer. Send one of the archers back to our central west to guard against potential camps down there. New Kara settler sent towards the game/whales spot. Lux to 10%. We still can't quite afford math, though.

BT - Kazan warrior - archer.

(9) 1650 BC - Temujin Griselda looks up from her spicy dish, and realizes that the people of Tabriz are restless. They've also collected too many shields to train a warrior. They're ordered to train a spearman, who can make them be happy while they're working on a settler.

BT - Alexander the impertinent demands 21 gold. Temujin Griselda considers this request. While she hasn't seen any Greek units nearby, she has heard rumors of their prowess in the field. She also does not feel that she's patrolled the borders sufficiently to be sure that there's not a hefty Greek stack just out of sight. She does not want war now, as she has just started to make the world safe, once again, for settling. She also forgets about the 6 gold per turn that her people are paying the Greeks. She caves to Alex's request, but promises the Mongols that they would one day grind the worthless Greeks under the hooves of their mighty steeds.

(10) 1625 BC - Misc. movement. There are no barbs in sight. However, I haven't scouted fully enough to know if the lands are clear. There's an archer in the west who I was sending towards the mountain, to see if we could spot any camps, and to prevent camps from forming in the future, if possible. It's possible that there's an active camp around north of Ta-Tu, and there's probably one east of Kazan, unless the Celts got it.

Techwise, Greece and Carthage have mathematics and map making. The other civs have maps only. We can't afford math yet, but hopefully can get it in time to broker to someone for maps.

The barb situation should be better. Even though we're militaristic, I opted for archers first, instead of barracks, just so we could get some units out. We were in crisis mode, and I didn't think we could afford to wait for barracks. But, Karakorum is our only barracks city, and that is also our only granary city right now. It may be time to move out of "crisis mode" and get some granaries and barracks built. We're certainly not out of the woods as far as barbs go, however.

Considering the importance of archery in the protection of the Mongol lands, Temujin Griselda's last decree is that her successor should also be chosen via archery contest. Step right up, don't be shy!

-Griselda

Note- the upload server appears to be down at the moment. I'll try again in a little while.

Remember, this is an OPEN game. Anyone is welcome to grab it!
 
Spicy food???!! Delicious! :devil2:

The Charis Temujin loves spicy food, and will look for a dish once the upload spicy food tray is polished and ready!

Nice set of turns - ouch I didn't expect the barbs to be so brutal. I was anticipating a farmer's gambit opening, and with the extra 'space' available ignoring the military of other nations while there was peaceful land to settle, but that darn 'white tribe' is raining on that parade.

The list of civs to crush begins with one name... Alex. (Right call though, with not only a hideous military but the prospect of fighting archer vs hoplite!)

Charis
 
Temujin Charis sought a second term in office, to see how the lands were going since
the ancient vision of feudalistic happiness. He was distant cousin to the (in)famous
Kudrea the pacifist, and was influenced by his cousin's leadership. However his love for
peace did not mean he would let his people be pushed around. The barbarian blight was
far stronger than he had expected, and might risk his hopes for a large peaceful
expansion. Even so, the new Temujin is not so scared of the barbarians that he's
going to train rookies to go after them.

We had six cities, keeping pace decently with our neighbors. The Greeks were somewhat
ahead of the pack in power and culture. We have no iron, but do have horses.
On tech we're down Math and Maps to Greece and Carthage, while the others lack Math.
The Celts were a blight upon us, doing some *extreme* poaching, even on our first ring.

[0] 1625 - Swap a few tiles between cities (with dense packing, something to look out
for) and off we go. I look over cities to ask two questions: Which will be our next
and important rax city? Which will get our next granary? Probably Tabriz and Ta-Tu.
Tabriz is allowed to finish a spear and will do granary next, while Ta-tu swaps
to rax. Kazan swaps to settler.

[1] 1600 - Movin'
[2] 1575 - Northern archer clears a camp. Sees barb horses running away into fog.
The settler from Karakorum I send to a hill on the Celtic border that is next
to game, to keep them from further encroachment. The moving settler hits the
coast and sees he's on a double whale fishing spot, also next to game. It also
leaves froom for denser fill in later.

[3] 1550 - Our north archer sees a Carthage warrior pair.
Hovd is founded on double whale spot, but starts a temple to be able to pull 'em in.
Actually, it starts a worker first, who can chop some to help that temple along.
[4] 1525 - Zulu get math, leaving two without it.
IBT Greeks finish Oracle, Zulu swap to Pyramids, Carthage swaps to Temple of Artemis.
Ack, Carthage swaps to and insta-completes the Pyramids. This makes the Celts
swap to and insta-complete Mausoleum in Entremont. Barb horses appear near Kazan.
[5] 1500 - Darhan is founded on hill by Celtics.
Greece and Carthage have Philo, latter have Polytheism too. Celts have Philo.
Last chance for a math two-fer. If we had more money, a Philo three-fer. Actually,
we might just have enough. Alas, I'll have to buy from Greece for best price.
23g+16gpt for Philosophy. Ouch, Math still costs 5gpt along with Philo from Zulus.
Then those two for Map Making from the Vikings, and they throw in 9g. We can set
sliders to zero but need a clown at Karakorum. Not great, but not negative gpt either.
There is now nearly full tech parity, only Carthage different, with mono on Poly.

[6] 1475 - Barb horses shift to Darhan as we get a warrior in to protect it.
So much for parity. Greece and Carthage now have Construction, and Vikings now
Polytheism. Celts and Zulu hang with us. Spear moves into Karakorum to fire the clown.

IBT At Darhan we're fortunate to hold off the barb conscript horse, and our warrior
there promotes to vet.

[7] 1450 - Greeks start Artemis. Celts have Polytheism.
[8] 1425 - Must push lux rate up temporarily for Tabriz.
[9] 1400 - A settler from Karakorum is sent very close by, to a river city forest spot
right next to the horses. We need them and it would take too long to get temples in
place to pull it in. Besides, it's nicely 3 squares from the other cities and will
be low corruption and can share the cattle once in a while.
[10] 1375 - movin'

I go to 1350 to even the years a little and to found Dalandzadgad (aka 'Dala')
next to the horses. It starts a granary. Ta-tu starts our first horseman. Almarikh
uses a tree for this turn to finish the rax now. Tabriz is nicely setup for granary
in 5 and growth in 7. Darhan's temple is vetoable if there's another need.

Note there is a barb camp East of scout. We have one archer out exploring and
he can soon return along the 'dark finger' on the map. We have two archers perched
high on the mtns at Gris' request, although at some point they may come back home
for MP duty and to actually let some camps form and be dispersed. Overall, a pretty
good set of turns. No barb damage, quite a few more troops in place (4 spears and
4 archers), four rax done and two granaries in progress. There is a chop that will
hit in 2-3 turns to provide 10 shields for Dala's granary. That spot will then need
a road to connect Almarikh.

Here is a bird's eye view of our lands...



The dots show some good spots for city sites. Mostly 3 apart here in the first/second core, on rivers where possible. These are just ideas, I didn't spend much time on this one.

Who will lead our nation??! :hammer:
RBC5 Save file 1350BC

Happy New Year!
Charis
 
On first appearance, this stranger was thought to be one of the white tribe. Once the people saw him ride circles around the outpost archers, the people new he was not of the barbarians. He rides up to the archery contest and addresses the crowd, “Who among you believe that an enemy will stand still 25 paces away as you shoot arrows at him? On a horse, I can close that distant before you can steady your aim. Also with such a great amount of land, horses will allow an army to travel farther to bring back greater glory. Let’s me change your competition. If anyone can hit me off my horse with an arrow before I shoot one at your feet, let him be the leader. If not, I will take over.”

It did not take long before the competitors realized they were out matched and a new leader was declared for the Mongols. He is known as the 6th Generation Texan. (When word of this reached the his home land, rumors were rampant. It seems that some reporter went digging in the past and discovered that 6gntxn never shot a bow well enough to qualify for the Archer Merit Badge.) He climbs the steps of the palace and enters his throne room. Once seated, the advisors arrive one at a time.

The Domestic Advisor: We have nine great towns with all the people working hard. Only the capital Karakorum, the capital and largest of our towns needs the luxury tax of 2GPT. That should be for one turn wit a new class of MP spears to graduate next year. One the bright side, we have 92gold in the bank and are making 5GPT now. The previous leader had a reputation of finding unique was to balance the books but he did not any damage to our financial situation.

The Trade Advisor: We have three towns not benefiting from spicy food and that needs to be remedied. Unfortunately, our scouts were not able to locate any other luxury items near our land. There is a strange animal with very popular fur way to our north, but we may not be able to capture them.

The Military Advisor: We have four warriors, four archers, and three spearmen. Two more spearmen are in training as well as our first horsemen. We have one scout in the field and only four work parties. We are also gathering provision for a group of colonist to head out to new lands.

The Foreign Advisor & Science Advisor: We are behind in the knowledge of Construction and Polytheism but are unable to work out a deal for both. We will have an additional 8GPT available in three cycles of the calendar. Check back then and see if we can make a deal.

The Cultural Advisor: Having never been invited to the Palace, this advisor did not know what to say. Outside of this great palace, there is no culture in our land. We have started our first temple on the Celtic border. No other city is interested in religion.

Having heard the state of affairs, 6gntxn said, “Let’s move forward for the Greater Mongolian Glory!”

IBT The Vikings start the Great Lighthouse while their city of Trodheim completes the Colossus.

1325BC-1 Karakorum graduated the police force and starts on a horseman. Almarikh completes a barrack and proceeds to fill it with a spearman.

IBT The Carthaginians start the Temple of Artemis.

1300BC-2 Ulaanbaatar completes the training of a spearman and starts working on a Temple to strengthen the border. The work party near Dalandzadgad has discovered a BG while clearing a forest for the production of the granary. Hovd sends a work party to start clearing a forest for the construction of a temple to give the residents the faith to venture farther out to see and hut the whales.

IBT Someone was not doing their job and Karakorum rioted forcing our tax rate back up to 10%.

1275BC-3 Kazan completed gathering supplies and some settlers head out. Kazan starts building a barrack. After searching through the papers the previous leader left behind, a map is discovered with possible new city sites. After studying the map, the new settler will head 3 miles north and settle by some hills and forest.

1250BC-4 The residents of Ta-Tu realize they will not have the honor of producing the first horsemen and in despair, start gathering provisions the move farther from the capital.

IBT the Vikings start on the Temple of Artemis.

1225BC-5 Tabriz completes their granary and prepare a group of workers to start filling it up.

IBT Our neighbor, Brennus, has learned the knowledge of Code of Law and instead of sharing with us, he sells the knowledge to Alexander for Construction. Hannibal must not have enough money to sweeten the deal as he is without that knowledge. Ragnar is still up Polytheism and Shaka is still with us.

1200BC-6 Karakorum complete the training of the first horsemen. A great parade marches up and down each street so all can see the mounted troops. The people start gathering provisions to seed out some new colonists. With mounted troops, we can protect grater areas. The settlers from Kazan form a new town, Madalgovi. They start a work party to bring irrigation to the surrounding land. The citizens are getting restless so a taxman is dispatched until the work party leaves.

IBT The Greeks start working on the Great Lighthouse. Alexander is starting to dress differently. He alone now has the knowledge of Currency.

1175BC-7 Tabriz sends out the work party and starts a group of settlers. A forest aids the construction of the temple in Hovd. Shaka has the knowledge of Construction now and Currency is out of range after using fuzzy math and alternative accounting methods. Buy Code of Laws from Alex for 10GPT and 136g. Trade CoL and 4g to Hannibal for Polytheism. Shaka gets the best deal. He only pays 16g and Construction for Poly and CoL. Alex is still up Currency and Ragnar is down Code of Laws. We now have 24g and pulling in 4GPT with a taxman in the capital and 10% lux.

IBT The Greeks start the Great Wall after completing the Temple of Artemis in Athens. The Carthaginians start on the Statue of Zeus.

1150BC-8 Almarkih completes a spear and starts a second.

1125BC-9 All is quiet.

1100BC-10 Karakorum completes a settler and starts another. As the setter from Ta-Tu prepare to depart, the town starts on a courthouse to limit the corruption.

As 6gntxn steps down, he looks back over his reign with pride. A small riot is the only thing casting a shadow over a great 250 years where knowledge has been increased by three techs and two settlers await direction.


Who will continue on to Greater Mongolian Glory?
 
Just a comment from a lurker, but it looks like Carthage got Philosophy first and got a Scientific Leader to rush Pyramids. After all, Oracle cascading to Pyramids wouldn't finish it (Oracle is less shields), and since they are also up Poly, that must have been their free tech. It certainly "seems" like Philosophy generates more than their share of Sci leaders (Probably due to the free tech giving a second opportunity).
 
Nice set of turns! If anyone is going to teach those archers to ride horses, it should be a Texan!

Alexander is starting to dress differently.

Speaking of horses, it sounds like the next leader should expect an uprising. Charis may doubt the utility of an archer in the west, but I'm thinking it was worth it for that reason.

On the other hand, I'm very interested in Conquests barbarian AI. It seems very loopy, and I'm not sure that there's been any specific testing done.

I'm interested in playing again, but I'll hold off for a bit in case others are looking for a chance to participate.

-Griselda
 
Ah-ha! Finally free! :sheep:

Got it.
 
As was their custom, the Mongols gathered together to hold an archery competition to determine who would be their next leader. Most bets were on Chanar, leader of the bodyguard and a master archer. This is why they were somewhat surprised when a stranger, dressed in a brightly colored costume of feathers and a hat with large floppy rabbit ears walked into the competition, snatched the bow from Chanar, and deftly outshot him. It was only later that the Mongols learned of their new leader's fascination with :smoke:.

[0] 1100 BC - Well, let's see if I understand what's going on these days. We need Currency to put us towards our goal of Fuedalism. We need a bunch more settlers, too. Then there's Greece, who if he gets all that land in his backfield is going to be...bothersome.

Examining the parchments left by Temujin Charis the Second, Temujin Dwip sent off the two waiting settlers, then sat back in his yurt with some :smoke:.

[1] 1075 BC - :smoke:

[2] 1050 BC - Tabriz Settler->Settler. The Vikings are constructing some sort of big stone wall.

[3] 1025 BC - Choybalsan founded in the north.

[4] 1000 BC - Karakorum riots, demanding some :smoke: of their own. Temujin Dwip gives in.

Almrikh Spear->Spear

Speaking of Choybalsan, we hear tales of an enormous barbarian uprising near the city. Mongol travelers are advised to look both ways before crossing the plains.

Erdenet founded in the south.

Hannibal now has Currency, and both he and Alex have Monarchy. We could get Currency from Hannibal, but it would take all our money, so I hold off.

[5] 975 BC - Karakorum Settler->Settler. Darhan riots for more :smoke:. (Wherever my people-management skills went, they're not here right now. Sorry gang.)

Tsetserleg founded in the south. (Tasterleg? What kind of name is Tasterleg?)

This time, I make damn sure all the cities aren't going to riot.

(IBT) - Our horse up north has front row seats to a Celt Gallic beating the snot out of a rather distressed-looking Zulu archer. There are a few other assorted nation's military units up in the area, too.

[6] 950 BC - Mandalgovi Worker->Temple. Very exciting turn.

(IBT) - Some good old Celtic Zulu-stomping occurs near Intombe.

[7] 925 BC - After making damn sure to check all the cities for riots the turn before, I utterly forget this turn, meaning Ulaanbaator riots. After moving some people, I check all the cities. Sheesh.

[8] 900 BC - Tabriz Settler->Settler, Darhan Temple->Courthouse.

(IBT) - Carthage builds the Great Lighthouse.

[9] 875 BC - Yes, I checked them. Kazan rax->Temple (vetoable to spear if desired, but they take forever).

[10] 850 BC - Karakorum Settler->Settler, Almarikh Spear->Spear, Dalan Granary->Temple.

Upset at the loss of his :smoke: supply to rioting crowds, Temujin Dwip leaves to go get some more, leaving instructions on the archery contest.

Notes: Ulaan and Dalan are on taxman/entertainer respectively. There's a spear earmarked for Dalan, and Ulaan's temple is due in 2, which should take care of that.

We have three settlers on the loose right now. One of them is going for Charis' river plains site near Choybalsan, the other for a vaguely determined position in the southwest. We've got room for a couple more cities down there, it looks like, so spend a bit thinking on where to put it. The third settler is going somewhere "up north" where it looks like we can poach some land while the Celts are busy stepping on impis.

Too, Currency is available any time we want it. I held off for more cash, but we should be pretty good, now. All things considered, I'd fund Carthage, as Alex scares me a lot. (They both do, but...) Also, the Vikes have some cash, so you might be able to sell them CoL if you want.
 
Temujin Charis was snatched out of bed one night to see what he could do to
fumigate some very pungent odors from the palace. While he was there, he thought
he would poke around the country a bit. Thirteen cities, decent power, lowish culture,
good economy. Basic plan is unchanged, head to Feudalism and expand, expand.

[0] 850 - Most orders kept. Darhan and Choybalsan to worker, Kazan to granary.
Sell CoL to Vikings for 80, but wait for either Zulu or Celts to get Currency before
buying that.

[1] 825 - Darhan, as a border town, starts a needed rax.
Skilled warrior from hut.
[3] 775 - Baruun-Urt is founded on the plains river on west coast.
IBT - Alex makes an embassy with us. Carthage starts Sun-Tzu, in their capital 8-\.
[4] 750 - Ereen is founded in SW corner by whale. The other city to fill that region
will be on a BG SE of mtn, but with corruption that shield loss doesn't matter.
[5] 730 - Greeks start SunTzu. Barb horses show up near Mandalgovi, although they
don't turn at us. IBT happily the dozen barbs ride AWAY from us.
Leptis Magna completes Statue of Zeus. 8-\ In better news, Carthage and Greece
are at war, and Zulu and Vikings have Currency.
[6] 710 - Batshireet is founded on Celt border. Celts had Republic mono last turn,
so no surprise they now have Currency and Monarchy. Finally the price is right and
we can buy from someone other than top dogs. We buy from bottom dog, Zulu, for
13gpt+95g. We're now medieval, and see Greece has Feudalism and Engr, Carthage and
Celts only Feudalism, and Zulu and Vikings nothing.
[7] 690 - Celts start Sun Tzu. We found Choyr in our back yard Tundra.
Greece demands 31g. He's SO petty. Still... we're heavy in building phase. We pay.
[8] 670 - Barbs horses are attracted to Celtic Burdigala like a magnet. Half die.
[9] 650 - IBT our northern scout is killed by barb horse.
[10] 630 - Quiet end to quiet turn. There are two settlers-spears unmoved. One was
thinking about the NW coast, the other has no idea :p

Here is a bird's eye view of our lands...



Grab da game!

RBC5 Save file 630BC

Happy New Year!
Charis
 
It is mine, mine, all mine.
My precioussss.

Grimlum
 
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