Role Play Challenge: Stagnation!

madscientist

RPC Supergenius
Joined
Oct 6, 2006
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Location
New York City
welcome to my next RPC game, Stagnation featuring Mehmed the Meh! These games are meant to be fun and educational with a unique or fun twist on our favorite CIV leaders!

Why Mehmed the Meh? Well, he is a rather unmotivated leader who does not care much for winning although he definitely needs to be the top dog! Thus there is only one way he can go!!!!

RPC Rules!

Only one rule here, Mehmed can only win a TIME Victory!!!! Too easy and too boring? Well, we shall see.

Settings

Random 2 Hemishpere map.
Monarch difficulty, marathon speed.

Our Stagnant leader

Mehmedstart0000.jpg


And the start

Mehmedstart0001.jpg


All I can say, well a so so start!
 
There is a lake or coast 2N of the Settler. Settling 1N would seem to not lose any resources (the only spots you do not cover anymore are either coast or forested) and gain either fresh water bonus or creates a nice seabridge (the value of which cannot be judged right now). Make Warrior 1N on the hill, to scout what is up there first?

Also if 2N is a lake, the rice is irrigated, so with a farm it would immediately produce 5F, that's pretty good.
 
if you are considering 1N definitely move the warrior up the hill first, but it looks a decent shout. TBH the whole start looks a bit average, which obviously is perfect for this game, we don't want it to be too easy after all!
 
YAY! I'm so glad you're playing this one its gonna be heaps of fun to watch (probably very boring to play through to the end) I would advocate settling in place as this is an appropriately meh start!
 
1 north seems the best, it'll create a canal city, don't lose any hills, possible sea food, but 1 less grassland tile, MEH...its stagnation, do nothing for 50 turns, then decide after warrior has explored...MUAH HAHAHAHAHHA :goodjob:
 
This might be a good game to go for the great wall and play heavy on the espionage. Spies ruining project production, throwing cities into revolt, forcing civics changes etc. could be very handy ways to "peacefully" slow down your rivals.
 
Play without BUG. Micromanage your cities manually.
 
iN is definately on a body of water, you can just barely make out the little strip of coastal.
 
Shadowed to 1875 AD ------> I CANT TAKE IT ANYMORE. IT TAKES TOO LONG BETWEEN TURNS HITTING END TURN :( :( :(. I'll just report here. To hell with hitting end turn 600 times. I think I have a case for this being shored up anyway.

Spoiler :
Only built 1 wonder: Great wall. Barbs annoy me. But on marathon, more so. On an island all to ourselves but with galley access to the AIs? I'm just going to make it. I could go GLH but then I'd have to exert actual effort in this game and that's a big no no.

After Gwall I rexed. You see, if you go 1N as suggested, you get 2 gems. 2 gems with ORG/EXP means it doesn't take rocket science or an excel spreadsheet to think of what one might do next.

I easily outexpanded the AI and blocked off my entire island. The problem with the island nonsense is that war is harder. Well it would be on not marathon.

Here's some 1 AD dealies ----> i constantly dow'd asoka in this because gilga and cathy liked doing that, and it was good for diplo. Between gwall and just using gilgamesh/cathy for diplo I had 100% defense militarily and teched in peace:

1adnorth0000.jpg


1adsouth0000.jpg


1adcathy0000.jpg


1adgilgamesh0000.jpg


Whoa I can see the AI cities. This is the magic "boat scout across the channel in a galley, unload it and press "e" trick.

I eventually got in on the action maces/cats vs archers vs asoka but only got 2 cities before he capped to gilgamesh. Now, normally that would really piss me off and I'd be SoL with super friendly hindu block getting each others back. But, no. We have cathy, after all.

995dowgilga0000.jpg


995dowgilgasouth0000.jpg


This was actually a kind of hard war. I lost both cities I took from india but thanks to Gwall settled spy and focus on gilga a long time in advance I spyraped all his defenses and took him down. Eventually after taking his major cities I left him 2 cities next to cathy.

Why would I do this? Because of broken vassal mechanics. IIRC on standard sharing 8 tiles with gilga means when i dow cathy, she's a "land target" for gilgamesh, greatly reducing the effort needed to make her capitulate. Realistic, i know right.

So as always cuirassers and spies on cathy.

1388dowcathyftw0000.jpg


1440afterwarwithcathy0000.jpg


I got away from TMIT play and went with some micro ---> with caste/guilds I started workshopping everything on this new landmass. FP in uruk, and the new cities churned more cuirassers damned fast. Cathy was actually willing to capitulate before I to the last 5 cities to the north (note, if not for the "land target" rule, this wouldn't have been true ----> this is why I went up the western coast). Yes, I abused the #@!$%ing hell out of vassal mechanics in this game. Really bad.

By the way. The entirety of my forces crossed the channel in 3 galleys. That's right. I waged this entire war using 3 galleys to shuttle troops. Having a 1 tile channel makes it really easy though. They're not even vulnerable, and the lost travel time is minimal -----> for war purposes after taking gilga's first city way back when I might as well have been on the same land for troop move purposes (although until state property I had to use FP and other standard tricks to keep expenses under control).

I also punted india off teh continent and capitulated him. Gilga and india are down to <3 cities so can't win anything. Cathy is not but all 3 of her major cities are in my hands and I'm not giving them back. Next up: Izzy. Izzy didn't have gunpowder and I had cavalry and physics. This makes it really, really easy. Any significance longbows have go away when reduced to 4.8 str.

1604dowizzy0000.jpg


I took 2 of her island cities, madrid and other select culture nonsense potentials, and capitulation.

I was content to camp but figured what the heck and slapped Zara too after a while:

1726dowzara0000.jpg


MG's did kind of ok but he was sadly outnumbered and the airships only got intercepted once (plus 2 of the cities I took were coastal and could be bombarded to 0. 14.4 str MGs aren't great vs cavalry, especially when theres over 30 cavalry and 4 of those total).

After that I just went tech crazy again. I put all cities on auto build and hit end turn a lot but as I said it was getting frustrating. I'd have to get rid of hatty's thebes/memphis/alexandria around 1950 AD or so so that she doesn't win culture. She's got the slider at 80% for it. The reason I didn't attack her as of 1875 is that I want her to try culture ----> less tech headache. Once she's close run over there and burn it and now she can't win culture OR space because she had her thumb up her tech butt that whole time.

Ok, now to refute the arguments that vassals are a bad idea for this game, I show the 1875 screenshots when I quit:

1875VCs0000.jpg


Hatty needs the mid 1950s to win or so. Of course I will just get the modern culture wonders, in my hemmer cities, to keep them away from anyone else.

Here's Izzy's new "capitol" as of 1875:

1875bestvassalcapitol0000.jpg


It's just under 15k. Making less than 70 CPt. In other words, this city, one of the best any of my vassals has, is on pace to be less than 1/3 of the way to legendary in the 600 or so turns before the game ends. I mean, you can try, but I don't think you'd do a very good job convincing anyone that such a position will allow a monarch AI to get THREE cities to legendary before 2050, let alone 2150. So no worries there.

Ok, so what about space?

1875tech0000.jpg


Yeah. Right. Space.

Of course, you never know. Maybe they'd be able to reach it. Except that I have enough EP that I could sabotage a part every single turn if I ran the slider. Actually, they'd need to get the techs first. As you can see, they're a long, long way off and most of them are badly crippled. They could trade except for pretty much the whole world other than the culture whore is crippled this way...and researching what I tell them to research ;).

So again, maybe if I were letting my cat step on the enter key 600 times while I slept I might maybe lose space but probably not.

Obviously vassals can't win conquest/domination/time. Hatty built the UN. I utterly control it. no diplo. The AP is mine and I have controlling votes...so no dice there either for the AI.

Oh yeah, one more thing. When the time DOES come for hatty to have her capitol and 2 other culture cities razz'd to hell, I might just have the firepower to pull it off ;):

1875mytech0000.jpg


Considering I already have every single tech in the game.

So, since just writing this up is a fraction of the time it'd take to ultimately win an easy time victory, I'm just posting this now. Hell, I'll post the save if someone feels like hitting end turn about 400 times, burning 3 cities (maybe gifting one to zara to stay under dom) with modern armor and jet fighters vs infantry, then hitting end turn 200 more times or so. Have fun.


View attachment 196408
 
1N would indeed be a good strategy. Also, an Espionage Economy would be very nice. Perhaps you could even stop teching as soon as you have alphabet and steal the rest.
 
This is going to be... interesting. I'll be fun to see you drag things out to 2050. :D
 
Shadowed to 1875 AD ------> I CANT TAKE IT ANYMORE. IT TAKES TOO LONG BETWEEN TURNS HITTING END TURN :( :( :(. I'll just report here. To hell with hitting end turn 600 times. I think I have a case for this being shored up anyway.

Spoiler :
Only built 1 wonder: Great wall. Barbs annoy me. But on marathon, more so. On an island all to ourselves but with galley access to the AIs? I'm just going to make it. I could go GLH but then I'd have to exert actual effort in this game and that's a big no no.

After Gwall I rexed. You see, if you go 1N as suggested, you get 2 gems. 2 gems with ORG/EXP means it doesn't take rocket science or an excel spreadsheet to think of what one might do next.

I easily outexpanded the AI and blocked off my entire island. The problem with the island nonsense is that war is harder. Well it would be on not marathon.

Here's some 1 AD dealies ----> i constantly dow'd asoka in this because gilga and cathy liked doing that, and it was good for diplo. Between gwall and just using gilgamesh/cathy for diplo I had 100% defense militarily and teched in peace:

1adnorth0000.jpg


1adsouth0000.jpg


1adcathy0000.jpg


1adgilgamesh0000.jpg


Whoa I can see the AI cities. This is the magic "boat scout across the channel in a galley, unload it and press "e" trick.

I eventually got in on the action maces/cats vs archers vs asoka but only got 2 cities before he capped to gilgamesh. Now, normally that would really piss me off and I'd be SoL with super friendly hindu block getting each others back. But, no. We have cathy, after all.

995dowgilga0000.jpg


995dowgilgasouth0000.jpg


This was actually a kind of hard war. I lost both cities I took from india but thanks to Gwall settled spy and focus on gilga a long time in advance I spyraped all his defenses and took him down. Eventually after taking his major cities I left him 2 cities next to cathy.

Why would I do this? Because of broken vassal mechanics. IIRC on standard sharing 8 tiles with gilga means when i dow cathy, she's a "land target" for gilgamesh, greatly reducing the effort needed to make her capitulate. Realistic, i know right.

So as always cuirassers and spies on cathy.

1388dowcathyftw0000.jpg


1440afterwarwithcathy0000.jpg


I got away from TMIT play and went with some micro ---> with caste/guilds I started workshopping everything on this new landmass. FP in uruk, and the new cities churned more cuirassers damned fast. Cathy was actually willing to capitulate before I to the last 5 cities to the north (note, if not for the "land target" rule, this wouldn't have been true ----> this is why I went up the western coast). Yes, I abused the #@!$%ing hell out of vassal mechanics in this game. Really bad.

By the way. The entirety of my forces crossed the channel in 3 galleys. That's right. I waged this entire war using 3 galleys to shuttle troops. Having a 1 tile channel makes it really easy though. They're not even vulnerable, and the lost travel time is minimal -----> for war purposes after taking gilga's first city way back when I might as well have been on the same land for troop move purposes (although until state property I had to use FP and other standard tricks to keep expenses under control).

I also punted india off teh continent and capitulated him. Gilga and india are down to <3 cities so can't win anything. Cathy is not but all 3 of her major cities are in my hands and I'm not giving them back. Next up: Izzy. Izzy didn't have gunpowder and I had cavalry and physics. This makes it really, really easy. Any significance longbows have go away when reduced to 4.8 str.

1604dowizzy0000.jpg


I took 2 of her island cities, madrid and other select culture nonsense potentials, and capitulation.

I was content to camp but figured what the heck and slapped Zara too after a while:

1726dowzara0000.jpg


MG's did kind of ok but he was sadly outnumbered and the airships only got intercepted once (plus 2 of the cities I took were coastal and could be bombarded to 0. 14.4 str MGs aren't great vs cavalry, especially when theres over 30 cavalry and 4 of those total).

After that I just went tech crazy again. I put all cities on auto build and hit end turn a lot but as I said it was getting frustrating. I'd have to get rid of hatty's thebes/memphis/alexandria around 1950 AD or so so that she doesn't win culture. She's got the slider at 80% for it. The reason I didn't attack her as of 1875 is that I want her to try culture ----> less tech headache. Once she's close run over there and burn it and now she can't win culture OR space because she had her thumb up her tech butt that whole time.

Ok, now to refute the arguments that vassals are a bad idea for this game, I show the 1875 screenshots when I quit:

1875VCs0000.jpg


Hatty needs the mid 1950s to win or so. Of course I will just get the modern culture wonders, in my hemmer cities, to keep them away from anyone else.

Here's Izzy's new "capitol" as of 1875:

1875bestvassalcapitol0000.jpg


It's just under 15k. Making less than 70 CPt. In other words, this city, one of the best any of my vassals has, is on pace to be less than 1/3 of the way to legendary in the 600 or so turns before the game ends. I mean, you can try, but I don't think you'd do a very good job convincing anyone that such a position will allow a monarch AI to get THREE cities to legendary before 2050, let alone 2150. So no worries there.

Ok, so what about space?

1875tech0000.jpg


Yeah. Right. Space.

Of course, you never know. Maybe they'd be able to reach it. Except that I have enough EP that I could sabotage a part every single turn if I ran the slider. Actually, they'd need to get the techs first. As you can see, they're a long, long way off and most of them are badly crippled. They could trade except for pretty much the whole world other than the culture whore is crippled this way...and researching what I tell them to research ;).

So again, maybe if I were letting my cat step on the enter key 600 times while I slept I might maybe lose space but probably not.

Obviously vassals can't win conquest/domination/time. Hatty built the UN. I utterly control it. no diplo. The AP is mine and I have controlling votes...so no dice there either for the AI.

Oh yeah, one more thing. When the time DOES come for hatty to have her capitol and 2 other culture cities razz'd to hell, I might just have the firepower to pull it off ;):

1875mytech0000.jpg


Considering I already have every single tech in the game.

So, since just writing this up is a fraction of the time it'd take to ultimately win an easy time victory, I'm just posting this now. Hell, I'll post the save if someone feels like hitting end turn about 400 times, burning 3 cities (maybe gifting one to zara to stay under dom) with modern armor and jet fighters vs infantry, then hitting end turn 200 more times or so. Have fun.


View attachment 196408

You lose. One of the challenging conditions of the RPC defeated you.
 
You lose. One of the challenging conditions of the RPC defeated you.

Are you trying to entice me? It's not like I can't just play it after the boredom wears off and finish :rolleyes:. I didn't actually RETIRE (Actually, I saved it like I hear normal people do when they end sessions).

Granted, it's unusual for me to play a game in what would be 3 segments when I usually play them start to finish, but this was marathon and as I started playing when I woke up, I could only go so many hours without eating earlier :lol:.

Still, given the nature of most games posted on the forum, we're not comparing apples to apples here if I'm being harassed a little for not playing out a TIME victory in 1 day on marathon.
 
I checked, and there are very few time marathon victories in the HOF. The tedium factor is a valid obstacle. And, isn't the idea of a marathon grinding it out till the end? You can't just quit at mile 19. The spirit of the challenge has not been fulfilled.
 
I checked, and there are very few time marathon victories in the HOF. The tedium factor is a valid obstacle. And, isn't the idea of a marathon grinding it out till the end? You can't just quit at mile 19. The spirit of the challenge has not been fulfilled.

1500 clicks of the mouse baby! I don't think we'll see another MS-RPC until maybe 2009!
 
Stagnation!: Part I

Well, not sure if this is a good thing or a bad thing for a time based game! But so far we appear to be, well let's not spoil the fun of our plodding leader.

First of all I moved the warrior 1 spot north to the hill, to scope out whether the water is a lake or seacoast.

MehmedA0000.jpg


OK, a lake. I see absolutely NO disadvantage to settling 1 N unless there is a hidden military resource SW of the cows.

So...

MehmedA0001.jpg


Fresh water and 3 grasslands instead of 3 coastal tiles.

The ottomans start off with agriculture and the wheel, so no question here (especially with TWO grassland gems!).

Techpath: Mining/BW/AH/Hunting/archery/IW/start Pottery

Istanbul built order: worker/warrior/warrior/warrior/settler/worker/Stonehenge/barracks/archer.

Where did Stonehenge come frome???

MehmedA0002.jpg


Yes, from our scouting warrior who also picked up 393 gold!

And soon we find after BW that

MehmedA0003.jpg


We are isolated WITHOUT copper!!!

However, what a dynamite island for a leader who has 5 half priced buildings!!!!!

And after AH we find

MehmedA0004.jpg


Good, and not too far off. We then teched off iron working mostly for the jungle chop.

Because

MehmedA0005.jpg


Looking to mine the riverside gems! Essentially an instant town!!

And speaking of time, well why should Mehmed waste his building a monument when

MehmedA0006.jpg


You can get them for free!!! Well, a very good plan starts to form in Mehmed's mind here. More on that later.

Finally after Iron Working we find

MehmedA0007.jpg


Several excellent spots of iron. Arround GOOD tiles (not some crappy desert area) and within view to prevent the Barbs from settling.

Speaking of which.

MehmedA0009.jpg


The Barbs dropped a city right near our horses,. and in a poor location. well, we shalt need to march an army of swordsmen overthere eventually to raze it and resettle.

In the meantime, what to do first???

On the tech order I say Pottery/meditation/priesthood and see if we can nail down the Oracle to pop Code of Laws real fast!!!! We can tech writing once we start the Oracle. The gems should fuel our economy enough. With the Oracle and SH we should get a Prophet fairly early for the Confuscian shrine.

In the meantime the second Ottoman city is a temporary military city, and we will pop out another settler for some iron.

Sound like a plan? Oh, yes I know there are islands to the SE which could lead to other civilizations. But for now we shall be content with our Isolation.
 
oh ...the isle just south of istanbul looks like a promising Moai :P and trading town
 
I would argue that NW or SW of the iron on the peninsula south of Istanbul is a great moai location, SW picks up the fish, NW pick up 16 (!) coastal tiles. Moai wouldn't be too hard to finish if you work the iron. A good production city (future HE) might be north of the iron to the north of the capital. It gets rice, iron and fish and some woodland plains. Settling to the W or SW of that location eliminates overlap with Edirna, but that city will be working the riverside tiles anyway, so N of the iron seems best. Less watertiles is better for a production city.

After the oracle and CoL I'ld go sailing -> math -> calander. Silk is a high commerce tile, and two cities can claim all 5 of the silk tiles. The land around the SE silk looks great for another commerce city with plenty of grassland.
 
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