GOTM 164 Rise of Rome

Ali Ardavan

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This month we play one of the only two scenarios that shipped with the original version of the game. This scenario has no modifications or enhancements so there is no learning curve.

I have enclosed a saved file, but you should all have the scenario and can start it yourself. Just pick Emperor level.

Rome Scenario, 250 turns
Playing as Rome at Emperor level

Romans start in Monarchy with 6 cities which are all around Rome, 20 techs, one wonder, and 3 total objectives.

Victory conditions:
Gold, silver, and bronze go to players who achieve decisive victory fastest (fewest number of turns). Green star goes to the player who achieves marginal victory fastest. Blue star goes to the player with the most objectives at their final turn. In case of a tie in any of the above, the player with more cities wins.

Rivals in the usual civ order are Roman, Carthaginian, Macedonian, Ptolemic, Seleucid, Greeks, and Celts.

Parameters:
- 50x80 flat revealed map of the Mediterranean and the Mesopotamia.
- No tech upon city capture
- No senate interference
- Tech cost is quite high
- All ancient wonders except Lighthouse are already built. No other wonders are allowed.
- There are 19 objectives; wonders are objectives
- Roman Decisive(Marginal) Victory is 14 (9) objectives
- Roman Decisive(Marginal) Defeat is 0 (3) objectives

Deadline: May 11, 2015

Please be sure to follow the submission guidelines when submitting your game (please do not send your files in a .zip file. Attach them directly to your e-mail with your name in the save file). No extra save is needed.

You can download the game here.

Please send the saved games only to civ2gotm@gmail.com.

Have fun.
 

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Ooops,emperor,I started this map for the first time few days ago deity:)),thinking that will be like 159, WW II deity...Is a 'crazy' map,sneak attack,sneak attack...161 BC,Roman ironclads:)) attacks coastal cities and troops to be veteran,AI have veteran musketeers:),need too,veteran..
 
Funny thing I've been playing this scenario not long ago as each of the civilizations.
Seleucids have it relatively easy, Carthaginians struggle, Romans are ok.

Generally it's easiest to win as Celts but Romans could be interesting too because they have republic (technology; government is still monarchy) and their cities are relatively packed together so corruption shouldn't be a problem.

I think I'll go republic+extensive trade and buy my enemies out instead of conquering them the traditional way.

On the other hand, some cities are objectives x3 and they are capitals so I will have to resort to military intervention at some point.

I'm definitely playing this.

EDIT: There is the question of when to save the 1 AD equivalent of the game progress? One year in this scenario translates to one turn, so after how many turns should I make a save game?
I could calculate the value but I don't think this falls under the same old GOTM rules since things could go much faster.
There's exactly 250 turns to complete the scenario so does a save after 100 sound about right?
 
Hi Blasph23,

1AD is 100 turns at Deity, Emperor, King and Prince levels. The other usual save, 1000AD, is 150 turns at Deity, Emperor and King, and 200 for Prince.

I think for GotM 164, unless Ali has a different view, saves at Marginal and Decisive Victory will do fine. Like you I think that will be less than 100/150 turns, although there are 250 available.

It's always useful to have a few more saves, and I would think we all have those if only from when we take a break. The GotM staff do ask for other saves occasionally.

regards,
Inkerman (I am currently on the GotM staff, assisting our moderator with the scoring.)
 
Thanks Blasph23 for noticing and thanks Inkerman for correctly guessing.

Please turn in only two saves. The one at marginal victory and your final save.
 
A little problem here: I had a look into the game, but I do not get a pop-up with city-info (who it belongs to, what it is demanding, if it is objective) when I click on an AI-city. This happens both with MGE and with classic, even if I start the scenario from the .scn-file.
Am I missing a file or something?
 
This is because Romans start without trade.
Once you discover trade, cities are clickable and you can see demanded commodities and whether or not the city is an objective.
 
Major,
You do not see what is being demanded right away because you do not have Trade. Once you acquire trade you should be able to see that. The objectives should have shown from the beginning but for some reason they do not. If anyone, particularly scenario experts like Prof. Garfield, know why I would love to hear it.

Meanwhile, wonders are objectives so from the list of wonders of the world you should be able to get some idea of where the objectives are.
 
My understanding is the same as Blasph23, that acquiring the trade technology makes cities clickable, and that allows you to check if a city is an objective. It was probably an oversight by the designers that checking if a city is an objective therefore requires trade. Come to think of it, maybe the find city menu has objectives listed, but I don't remember...
 
Parameters:
- All ancient wonders except Lighthouse are already built. No other wonders are allowed.
- There are 19 objectives; wonders are objectives

Well, we cannot build wonders, but apparently the AI can. In my game, two more wonders were build which also count as objectives, so now there are 21 objectives in total, but the victory condition remains unaltered. Does this change the rules that we need 14 of the original objectives?
 
Good point. I too noticed that when I got a message that a rival is abandoning Lighthouse. No one in my game has built an additional wonder yet but then again you are probably deeper into the game.
I have to keep the victory conditions the same, since changing them would be too complicated given the fact that not everyone's game will end up with the same number of objectives at the end.
 
Congrats Grigor. I am sure you are cherishing the blue star more than the gold medal. Well deserved. You played a very nice game in this one.
 
Congrats to Magic for finally catching up. The queue of ungraded GOTMs is now of length one (GOTM 165) which was just submitted. :clap:
 
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