RBW3 - Mehmed the Unwise

Qwack

The Poopman
Joined
Jan 21, 2006
Messages
836
Hello and Welcome to all. The No Civics team is back for a new variant.:goodjob: . I decided not to go Hannibal as a monarch game with Hannibal, even with this variant would become easy. I was leaning for Wang Kon but since RBW2 is using him, I decided to go with Mehmed.

Leader: Mehmed
Map: Fractal - random climate and random sealevel
Difficulty: Monarch
Speed: Epic

Variant: Cannot use Great People for anything whatsoever. GP's should be disbanded right when they are born (If we give birth to any :D )

Roster:
Qwack
TheRat
Darreljs
Ozbenno
Atlas

Greyfox? If you want to play post something here.

The settings we got


And the start location


Ive played the first 30 turns and ill post the report in about 30 minutes.
 
We founded the city on a plains hill. And considering the fact that we had 2 plains forests in our initial radius, I decided to put the capital on max growth and wait until growing to size 2 before worker. Since this would give us 6 production +50% for expansive which is 9 production into the worker at size 2 ;) . The first tech I set research on was Animal husbandry for the pigs.



In 3670 our initial worker finds a route to land below on the opposite side of the island. I was thinking that we have a tiny chokepoint with a decent amount of land behind it, but it was actually just an inland lake.



Buddhism Founded in a distant land in 3640. And we meet Shaka a few turns later in 3490. Shaka not exactly the best AI to meet, he builds huge armies and wont trade unless your pleased.. ugh



Animal husbandry researched in 3460. I was hoping for horses in capital but did not find any, so I decided to go after the mining-BW path instead of hunting-archery. We have a plains tile in the capital which I think has a resource (Yes I know I said this last game but im more confident here :cool: ). In 3280 we meet Stalin.. 2 manaics near us. Should get interesting.



So here is the situation after 30 turns. The city in the north should be founded first I believe, as it gives us oasis in first city radius, and some pretty good production/food combo with floodplains, wheat, 3 plains hills and 2 plains forests. The 2 locations in the south are interesting. We can found the city with a ? to get a canal between our inland lake and the ocean, or 1 south to pick up the gems.



In terms of the settler coming up in capital, my suggestion is to let the capital grow to size 4 or 5(maybe even 6 if we can do it fast enough since a 3 pop whip = automatic settler), and switch to slavery whenever BW comes in and whip the settler. We should whip settlers/workers with the food we have in capital.

Rat is up for 20 turns.
Save:
 

Attachments

  • Mehmed The Unwise BC-3100.CivWarlordsSave
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Excellent!

Mehmed is a great leader expansive/organised is a good combo, hamman is a great UB (+2 happy/health) and janissaries a good UU.

Agree with northern city first but we shouldn't delay the gems too long as that is where the nutcases will come from. It actually looks like a good choke point further south and a city that could have up to 6 resources in BFC.
 
ok. got it...with a new computer this should finally get more enjoyable
 
save

popped a hut for 23gold
same turn we met another psycho



In 2710BC hinduism got founded somewhere
IN 2620BC we finally got BW and switched to slavery
we do have bronze nearby
after the anarchy whipped the settler immediately

would let our capital grow back to 5 before we go for a worker or settler
I stopped after 20 turns, the settler is in place, but if we feel to move it elsewhere, next player can decide

research is set for writing as we want alphabet and possibly the GL...

situation with settler in place
 
Checking in and looks good, Stalin and Shaka.... could get interesting.
 
Looking good.

We will get that copper in the capitals radius on the second border expansion, which is in 25 turns I believe. I think it might be worthwile pre-building the roads to it so it wont take long after those 25 to get some axeman rolling.
 
That sounds so crazy I like it. What do the others think :scan:
Ummm, Absolutely :D and how about we give them to the Civ that we have the worst relations with, but still have open borders?
 
Lurkers comment: Mwuhahaha that is a crazy variant. Gifting great people to increase your diplomacy score. Nice twist.

Another request for another crazy variant is that you have to lightbulb every great person you get even if it means you are getting monotheism or something. Just to see if you can get a bigger tech lead this way.
 
Lurkers....stuff:

Interesting game, but I have 2 questions (and a comment).

1) You say in the intro that Hannibal would be too easy. Why is that?

2) Was this game organized through PMs, a thread here, or did I miss it on the RB forum? I only ask because I want to make sure I'm not missing an obvious venue for future SG sign-ups.

Comment: What's the expected difficulty of this game? Are you playing it more for the fun of giving away GP, or is not having access to them really going to raise the difficulty more than I expect?
 
1) You say in the intro that Hannibal would be too easy. Why is that?

Hannibal with Great Lighthouse and Cothons and Colossus gives too much money.

2) Was this game organized through PMs, a thread here, or did I miss it on the RB forum? I only ask because I want to make sure I'm not missing an obvious venue for future SG sign-ups.

This is a sequel (of sorts) to RB27, which was a sequel to RB23, which was a sequel to RB22, which was advertised on the RB Forums :confused:. As each game was completed we decided on a new challenge with the same team.

Comment: What's the expected difficulty of this game? Are you playing it more for the fun of giving away GP, or is not having access to them really going to raise the difficulty more than I expect?

Not really sure on this. I'd expect it to be easier than no civics, but warlords is harder than vanilla.
 
Comment: What's the expected difficulty of this game? Are you playing it more for the fun of giving away GP, or is not having access to them really going to raise the difficulty more than I expect?

I would say this variant on Monarch is probably equal to an emperor game without any variant. The difficulty comes from not having any GP's (To build shrines, rush wonders, academies, culture bombs, and lightbulb tech's). Gifting away GP's(If we decide to do that) will also increase the difficulty a bit, since that will make the AI's stronger.
 
I would say this variant on Monarch is probably equal to an emperor game without any variant. The difficulty comes from not having any GP's (To build shrines, rush wonders, academies, culture bombs, and lightbulb tech's). Gifting away GP's(If we decide to do that) will also increase the difficulty a bit, since that will make the AI's stronger.

Thanks Quack. I like to ask such questions to figure out things I should be doing better. Personally I find the Monarch-Emperor jump to be huge, and wouldn't have though disabling GPs for the player would make that big of a difference. Just goes to show me there is yet another thing I need to improve on in my games - both GP generation and using them smarter (I've NEVER lightbulbed a tech).
 
I've NEVER lightbulbed a tech.
Oh Sunrise :eek:, you are missing out one a huge advantage. To help you out I will highlight some of my favorite lightbulbs

1)Build Stonehenge tech up to Monotheism and lightbulb Theology with Prophet.

2)Run Scientists (through regulare library or Great Lib.) research Drama and Meditation and lightbulb Philosophy with Scientist

3)Use a scientist to lightbulb a large part of Education on the run to Liberalism

4)Use artists to lightbulb up to Mil. Trad. here is thread that outlines that http://forums.civfanatics.com/showthread.php?t=164021
 
Played 20. Founded city on spot. Scouting Warrior near Stalin was killed by Barbarian warrior. Switched research to Mysticism for Obelisk (took 8 turns) in second city. Whipped Obelisk at size 2 (working Oasis). Other scouting Warrior pulled back to 3rd city site. Whipped a Worker at capital to make two, began roading out to site. Capital started Warrior until it grew again then worked the farms and pasture on a Settler. First Worker finished farm then roaded to Copper then connected cities. Writing came in, swithched research to Alphabet but no turns invested. Scouted some more in the NW, we missed Cows with second city but I guess can found SW later to claim them :(.



Sorry for the terse report, time is short and if I don't do it now it will linger for at least another day. Pretty standard expansion anyway. Yeah I know, lame excuse :blush:.

Darrell

P.S. I disabled better AI, I didn't see any mention of playing with it?
 
What's the plan for the second settler? In the south I presume.
I have not had time to open up the save and look around, but yeah I would think the south would be the spot. Grassland gems are like the best tile in the game; it looks like we have one grassland and one grassland-hill there, but hard to tell. It is also hard to tell how they are positioned vis-a-vis the other resources in the area so maybe it would better to take only one with the next settler?
 
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