OFW2 "The Roman capitol killing atheists"

OneFastWarrior

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Feb 27, 2003
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Location
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Hi all,

well OFW1 has been a successful campaign(even though we had to play most of the game with just 3 players(Myself, mad-bax and Northern Pike)). we are very close to winning a 20K victory on Monarch level, and it has been fun!

For OFW2 I have even more fun, and possibly a great challenge!!

We will be playing as the Romans(militaristic and Commercial)

The game will be on PTW 1.27(even though I think the last patch works with this one)

Here are the basic rules.

1. We are Militaristic, We will conquer the world, our goal is conquest. (We believe that there is nothing greater anywhere than our people and our Roman Empire!!)

2. We are not religious and therefore we do not build Temples, Cathederals or any other Religious Icon or any religious great wonders.
Also, We do not tolerate religious civs!! If we meet a religious civ we are to declare war on them immediately(NO TRADING WITH THEM) and stay at war with them until they are gone.
we can form alliances against them with non religious civs.

The Religious civs are as follow. Arabs, Aztecs, Babylon, Celts, Egyptians, India, Iroquois, Japanese and Spain. these civs are to be declared upon immediately if we meet them.

3. We are the Capitol killers! This means (and probably the most difficult part of this game) that when we go to war with a civ, we can only attack there capitol city until we destroy it. We must only attack capitol cities and raze them(we will keep no cities, only build our own) after the 1st capitol city is gone find where it moved and attack that.

4. You only have to stay at war with religious civs, you can deal with the non religious civs in any way you like, but all wars must stay as Capitol Killers.

I hope you will join me in my quest!!

here are the specs.

world size-standard
Barbarians-roaming
Land size-Pangea/%60 water
Climate-wet
Temperature-Warm
Age-4 billion
Civ- The Romans
Rivals-7random civs(lets hope that they are not all religious)
Culturally linked start position
Cultural conversions allowed.
The game is on Emporere level(however if you like I can change it to Monarch and put a different start position)

I took the 1st start position I got and here it is.

OFW2start_pic.JPG


and here is the

Save

I would really like to have 5 or 6 people in this game(4 would be ok)
24 hours to say gotit and 72 hours to post. if you cannot make this time then say skip me please!

The roster and order is as follows. Turns as of (Nov 6)

OneFastWarrior
conehead234
TedJackson
Generalissimo(MIA)
Puppeteer (MIA)
The roster has been changed with many new peolpe added as of January 13th, 2004. it will be posted in the game thread.

I think this will be fun and challenging, some discussion about how to approach the game before we start would be welcome!
 
I would perfer the difficulty on monarch but i will join if it is emperor also. I am normally a monarch player.
 
Looks like a Barrel'O'Fun :)

I'd like to join. Emperor is fine with me, as is PTW 1.27.


Ted
 
Arrgh!! Curse you people with PTW!!!


*Ok I'm just jealous. Just wait until Conquests when I'm on par with everyone else!!;)
 
Not long to wait now Ghenghis :)


Ted
 
very cool, I believe we have a team. 4 for sures and and a maybe.

@conehead234 I have normally been playing Monarch myself, but I find that I pay more attention to what I am doing in SG's more so than my solo games. Glad to have ya!

@Puppeteer you said thinking about and maybe, so, If ya want in let us know and if everyone is cool with 6 people in the rotation, then we'll let ya in.

@ TedJackson Glad to have ya aboard!

@Generalissimo You are more than welcome.

@Ieha If you are saying that you want in, you got it!!

so the roster at this point would be
OneFastWarrior
Conehead234
TedJackson
Generalissimo
Ieha(If you are interested)

Puppeteer(alternate or possible 6th in the rotation)

If everyone is cool with this let me know. I normally play below this level and not known for very good starts, so if someone else wants to take 1st in the rotation, speak up!
Otherwise, we will go with the rotation as stated above.


Now, how about some discussion on the game?

I gotta go work now, so I will be back in a few hours.
 
Me be interested .
Call me Leha :) :goodjob:

Edit : frankly , I started playing emperor not so long ago and have only 2 victories by now , and this variant is 1/2 AW , so it will be a challenge .
Start is not great , but this is good , cause I'm kinda tired of all those rivers and cows ;)

Edit edit : this part about hunting capitols makes me happy , how did you get to this , it's just GREAT !
 
Just to confirm that I'm in.

I think that a general AW approach is probably our best bet - Defensive builder mode, Iron left unconnected until we've managed to accumulate a sizeable Warrior force, connect the Iron, upgrade and raze our first enemy capital :)


Ted
 
I have updated the 1st post to say the lineup, but here is what it is

The roster is as follows and the order is not necessarily set yet


OneFastWarrior(confirmed,of course)
conehead234(need confirmation)
TedJackson(confirmed)
Generalissimo(need conformation)
leha(confirmed)
Puppeteer(need confirmation and if you still want in or can play)

I kinda agree that an AW approach would be good. this also means limited exploration, however remeber that we can make alliances with the non-religious civs. All the civs are random so I don't even know if there are religious civs in the game (the odds are that there will be) we could look at the F10 key to see who the other civs are, but that takes away the surprise of who we meet (something that I think should not be available in the game, a bug if you will).

So, if we approach it as an AW, then we would want to be limited on our exploring. If we do goto war when/if we get iron and get it connected and upgrade, then we might get an early GA, I was thinking that we might want to get a new form of government before we use our UU. Until then we may want to use Warriors, Archers and Horsemen to war with early.

just some of my thoughts.

Also, I was wondering what everyone thinks of settling our 1st town. I was thinking of moving 1 SW or 1 NE.
 
Okay, I'm in. Just realize I'm not likely to be the best player on the team, but hopefully I can hold my own. I look forward to learning a lot. I've learned quite a bit by lurking so far. I have visitors coming this weekend, so I should be near the end of the rotation, please.

Got PTW 1.27f installed and working last night and naturally stayed up most of the night playing. I have two installs so I can play either PTW 1.27f or CivIII 1.29f. My only mod for PTW is the smiley icons for the pop heads. (Vanilla has smiley pop heads and GOTM 24 addons, but that doesn't apply to this SG.)

Starting location: I almost always plop down on my starting tile. At first glance that looks like fresh water to me; if it is will we still need no aqueduct if we move SW or NE? Assuming the worker will go either to the wheat or plains first, we can move him first to see if there's any BG on the other side of the plains.
 
Originally posted by OneFastWarrior
Also, I was wondering what everyone thinks of settling our 1st town. I was thinking of moving 1 SW or 1 NE.
lurker's comment: OFW, if you don't mind, I'd like to give you my comments on your opening plan. (If do you mind, scroll past my post and ignore me.;) )

On what are you basing your desire to move? Remember that a settler walking is a city not producing for a turn. If you move the settler it should be for a good reason. Just based on the initial screen shot you would gain nothing by moving.

Keeping it where you are you get an irrigatable wheat (assuming the water is actually a lake) in your first radius which means you start fast growth at turn 5 (move worker, irrigate first). You also have a BG in your initial radius which means your second citizen (now at turn 8 instead of 10) will be making 2 food AND 1 shield even if you don't improve the tile.

The only bad thing about settling in place is that you auto raze the forest and therefore lose a potential for ten shields. But you would need to invest 10 worker turns to chopping the forest anyway, a job that would be reserved for much later.

Moving SW also autorazes forest so apparently that was not your concern. It also moves the wheat out to your second radius which means you can't work it until turn 11 when your culture expands, delayed by 1 turn moving the settler.

Moving NE keeps the wheat and stays on the lake but loses a known hill. That would be a higher shield tile for your capital. Since this is not a 4-turn settler factory I would think the extra sheilds would be welcome towards the end of the Ancient Age.

Just my two cents worth but I wanted you to be clear on the reason TO move. You should always justify moving the settler. You rarely need to justify NOT moving the settler.

Also, as you start out the game OFW, don't forget that irrigating plains is the same worth as mining grasslands but takes 2 turns less. I would irrigate the wheat first if the water is fresh, mine the BG and then irrigate the plains tiles before tackling the grassland mines or the forest chopping.

This sounds like a great varient. Great job thinking of it OFW.:goodjob: Good luck to all.
 
What CF said makes sense to me. I almost asked what advantage there would be to moving the settler, but I figure you guys have more experience than me. The faster we plop down the faster we can get more settlers (and warriors, and granaries) built.

Are we going to research anything at first or are we planning to beat it out...I mean trade for it? :satan:
 
Move worker first , of course .
But I'm 99% sure we'll plop city where the settler is .
 
My move would be: Worker to Wheat. If there is nothing exciting revealed then settle on start position. There would have to be something pretty spectacular revealed to make me move the Settler :)

@OneFastWarrior
An early GA is always a possibility with Rome. I looked at the situation from a "Worst case" perspective where the first two civs we met were both Religious. On that basis I felt we had no other choice than to treat the early game as AW.

The dowside, as you pointed out, is we may need to limit exploration initially. However if we strike lucky and our first contacts are non-religious then we can be a little less cautious as, hopefully, we'll have made some friends nearby.

Being able to switch Governments before we have to go to war would be a real bonus for us :)


Ted
 
This suggestion may come too late, but is it really wise to play this variant with a completely random number of religious civs? If you end up with none or one, the point of the game will be largely lost; if you get four or more, you'll more or less be playing AW, which won't combine happily with the very tricky capital-killing requirement. Setting things up so that you get either two or three religious civs might be best.

Anyway, this is a fascinating concept, OFW, and I'll be watching with interest. :goodjob:
 
Great idea for a game OFW!! :goodjob:

I will be watching this one. :)

Good luck to all.
 
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