Sana03 - Who ate the RaR scientists?

sanabas

Psycho Bunny
Hall of Fame Staff
Joined
Nov 24, 2004
Messages
4,269
Location
Canberra, Australia
Difficulty - Emperor
Civ - Polynesia
Map - Large, 80% 'pelago
Barbs - Sedentary
Opponents - All Random
Version - RAR 1.04 beta
Idiot friendly - you betcha
VCs - all enabled
Variant - When we become a monarchy, King Luddite I's first decree is that scienctists and their evil research are verboten.

The rules: We will research sailing (and our UU) ASAP, then research to Dynasticism & revolt ASAP. Once there, we will never do research again, with one necessary exception. Dark Ages can't be traded, so we will research it ASAP when we reach the Middle Ages. We may not build any of the GLs, but we may capture and hold them for 1 turn, but must disband the city the next turn. Science boosting buildings are also banned. Apart from that, standard 'exploits bad, reputation good' rules.

I have SG withdrawal, especially RAR SG withdrawal, and another late night bright idea struck. I have no idea how this will play out in RAR, I haven't tried it in a solo game yet. In the interests of making it easier, I have gone for large, 80% 'pelago so we can make lots of isolated contacts for playing middleman, and polynesia as they're the best explorers and get good results from goody huts. If emperor proves too easy, I'll probably try again on DG or Deity.

RAR knowledge not required for signup, there's heaps less worries about what to research next when you're not bothering to research at all.

Roster:

Sanabas
namliaM
ThERat
Zorn
Beorn-El-Feared
 
sounds interesting and I don't have much on the plate currently, so I'd join
 
I´d like to play.
And I promise to use my toes for counting turns. :p
 
TGOTM? What's the first T stand for? I know SGOTM, GOTM & COTM, and I'm just about to start playing COTM too. Can't find my PTW or Vanilla discs since I've moved house to do GOTM. :(

Thought of not researching at all, it might work as well, but the chiefdom penalty is huge, I don't want to be forced to wait. If it turns out too easy, I'll be prepared to try again. You'll need to install 1.04 beta namliam, found at: http://forums.civfanatics.com/showthread.php?t=101124&page=4&pp=20

I'll tweak the roster slightly from the signup order, because I know ThERat has plenty of RAR experience.

Roster:

Sanabas
namliaM
ThERat
Zorn
Open slot
 
TGOTM is an SG title LOL..

It can be found normaly in the forum, or the link:The Grumpy Old Monk of Training Games

I did a game in RaR, where I ended up controling one entire continent before 1000ad, killing off 3 civs.

I think.... without the benifit of big experience tho ... one of the biggest penalties is the cap on research (is it?). Tho if not researching the cap doesnt matter. Or?

If we are researching do we go for Dyna directly or research everthing we can without doing dyna (inluding optional techs) and do dyna last?

Can we build wonders?
Can we build Tech giving wonders?
 
I think beeline for dyna, then revolt and research dark ages, no tech giving wonders, other wonders should be ok. We do not need science buildings since research is 0%.
I'd say try this variant, if too easy, we can always tweak the conditions.
Early and plenty of contacts are crucial.
 
beeline, fly like a bee :lol: more or less get the shortest possible connection (line) or path from start to that point
 
namliaM said:
beeline... I have been wondering this for a while, but have been affraid to ask....

What the F is beeline?

lurker's comment:
A direct, straight course.

intr.v. bee·lined, bee·lin·ing, bee·lines
To move swiftly in a direct, straight course.

[From the belief that a bee returns to its hive in a straight course.]
 
Sounds like fun, if you still have room for the kind of idiot I am
 
ThERat said:
I'd say try this variant, if too easy, we can always tweak the conditions.
Early and plenty of contacts are crucial.

Yep, agree completely with both.

namliaM said:
If we are researching do we go for Dyna directly or research everthing we can without doing dyna (inluding optional techs) and do dyna last?

Can we build wonders?
Can we build Tech giving wonders?

We can only research sailing, dark ages, Dyna and its prerequisites. There's approx 8-10 prereqs I think. Caste System, Writing & Urbanisation, + the 1st level techs for those 3.

We can build wonders, we can't build any science boosting or tech giving wonders, if we capture one of the 3 GLs we can only hold it for one turn before disbanding the city, and we can't build science boosting improvements.

roster:

Sanabas
namliaM
ThERat
Zorn
Beorn-El-Feared

i will roll some starts shortly.

namliaM, please confirm you have 1.04 beta installed.
 
I take it there are 3 TGL-like buildings, is that right? I haven't gone through the whole tech tree yet :eek:
 
Yeah Beorn. GL late in the AA, Encyclopedie mid-late MA, and something else somewhere else (earlyish modern I think). 3rd one is normally pretty pointless, usually if you have the tech and the ability to complete the wonder, you're powerful enough not to have a use for it. GL can help, but expires relatively early. Encyclopedie helps plenty. Depending on how you research, it lasts almost to the end of the IA, and can be game-breaking. It also expires just a couple of techs before the League of Nations cheap diplo win.

1st start I rolled had a lot of desert, 2nd start was stupidly good, so I'm not bothering with a third.

The start:
sana03start.jpg


For those who haven't noticed yet, furs are +1 food in addition to the commerce bonus and happy help. Fresh water, coastal and 4 food bonuses means I'll settle in place unless the scout's first move indicates otherwise. I'll play it in the next couple of hours.

The save: http://www.civfanatics.net/uploads9/Sana03_4000_BC.SAV
 
4000BC: Haraiki founded in place, research on sailing, build plan curragh--ranger--outrigger

3800BC: pop a hut, 25 gold

3500BC: our island is mostly heavy jungle, but at least we have it to ourselves
Meet India, domestication, boat building & 10 gold gets us pottery & warfare

3400BC: research sailing, start on alphabet

3000BC: rangers are exploring a new island to the W, curragh is mapping a new island to the E.

Sedentary barbs, a lux already hooked up, and seemingly no MIL civs within galley range means defence is less crucial than normal. India is our only contact, and looks very isolated. If the other civs are as isolated as the indians, we may find emperor too easy, as the AI tech pace might be extremely slow. We'll see.

Our island:
Sana033000BC.jpg


The Indians:
Sana033001BC.jpg


roster:

Sanabas
namliaM - playing
ThERat - on deck
Zorn
Beorn-El-Feared

Remember, we may only research Dyna and its prereqs, and Dark Ages. No other science allowed.
 
Very nice starting locations, but very ugly island.
We will have to build hardy clans to settle it (or a force of workers who pave the way into the jungle) and will have very few productive cities until IA.
We have two luxuries right from the start, but our expansionist trait is completely worthless.
From my point of view, this island is too weak to wage war on a larger scale, because of the lack of good cities. This also excludes 100k win.
Space race is dangerous, because we cannot have a tech advantage, and ressources will probably be problematic.
So unless we get a very good island early on (peaceful or not) I think we should go for 25k or diplo win.
 
Don't think we need to exclude any VCs yet Zorn. Jungle is much better in RAR than it is in C3C, it can be mined as well, plus we get cheap harbours. It will take hardy clans for the jungle, but Haraiki will be able to crank them out, it has the makings of an excellent settler factory. There should also be plenty of other islands to colonise. There appears to be 2 empty ones close so far, plus the Indians who look to have a food heavy island for us to take over. Expansionist isn't totally useless, I expect us to find some more goody huts on other islands as we explore. You're right, space will be difficult with no research, and diplo may be too if the AI is slow due to being isolated and only emperor. Looks to me like we can have a core of at least 4 or 5 good cities around haraiki, plus the jungle, plus the other islands, we should have no problems waging war if we need/want to. (and I'm a builder, not a warmonger) :)
 
lurker's comment: If you need war, just call on one of the self proclaimed experts for a turn set or two.
 
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