RBC6 - Scrappy Sumerians (C3C Demi SG)

Charis

Realms Beyond
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RBC6 - Scrappy Scientific Sumerians (Demigod)

This is a mix of ideas from previous SG games of Defiance and Self-Research.
It will be a C3C patch 1.12 standard size Demigod SG, Continents (70/30),
restless barbs, random climate with the following variant rules:

We're scrappy...
- Must NEVER give in to tribute
- Any foreign unit spending more than 1 turn in our territory must be given the boot
- No RoP or MPP

We're impressed by science...
- May never purchase tech with cash/credit. We can trade straight tech for tech, or sell
our own techs, but not include any cash/resource payment in any tech deal we make.
The emphasis is on self-research, although Great Library, espionage, peace tribute
tech, and goody huts are other sources.
- Any sci leaders must be used for an age of science
- Preferred victory is space launch (all are enabled)

Also, I was going to re-roll to get all non-scientific opponents, but was fortunate
to see that happen on the first try. It's a good start at that:



Roster: TBA 24 turns 'got it', 48 hrs after that to finish turn
I'll start us out with 40-50 turns, to be followed by 10-20, then normal 10.
If interest is either too high or too low this can be run as an 'open' SG, but
4-5 players in a regular game would be best. The holidays are over and I'm going to
be stricter on this games than others to try to reign things in a bit :hammer:

Charcamesh was a short man, but a scrappy man, and one who excelled in science.
He sought to build a great nation where the science and arts could flourish,
but knew that the world was rife with bullies. So he devised a special scrappy
warrior, known as the Enkidu, who would take no guff from bullies, and who would
enforce the peace. Charcamesh loved to study, and thought knowledge should be
free (for us at least).

4000 - River start, cattle in sight, sounds good. Worker moves onto cattle,
and with no pressing reason to move, we found at the start. We're delighted to
see not one but two wheats!! Settler farm to the max, folks. On top of that,
we're agricultural to boot! Starting techs are Bronze and Pottery, and we'll have
to research all our own. Normally I would take Iron Working as a good tradable
second tier tech, but it's a tough choice here. Could try Masonry and the
Pyramids emphasizing agri, or beeline alphabet, writing, literature. Or head
for Philosophy and early republic. Given that we'll be denying tribute, we'll
need 'some' better attack unit. Since 100% rate at Iron is still 50 turns,
we'll go min sci, then go after the first tier techs rather quickly with a few more
cities. We'll also start with an Enkidu warrior or two to start exploring.

3500 - Our west-going Warrior sees sea, and we might have our own not-too-large
island. Next turn we hit a hut, three barbs. Two promotions from that.
With four Enkidu warriors out, we start a granary.

3150 - A hut gives us Ceremonial Burial (oh well, the cheapest)
3000 - Happiest nation list: Egyptians, Iroquis, English, Zulu, Aztecs,
Mongols, Hittites, Sumerians.
2750 - First settler ready, and it's looking more and more like we're alone.
The settler moves for a coastal river spot that can share the wheat, and a fish.
Ur will slip in a rax, then alternate settlers and Endiku's.
2710 - Aha!! We're not alone! I see an Iro warrior, with Alphabet and Wheel,
and lacking Ceremonial Burial. We can't get a straight tech trade unfortunately,
but can get 60g for it, and we do. Their present confirms the barracks queue.
2670 - Sumer is founded and starts a worker.
2550 - Ur can do a settler or a worker next. It's at 10spt, just hit size 7.
2430 - Settler done, worker started. Blue borders seen across a narrow sea to
our west. But no land visible, can't spy them.
2390 IBT two barbs attack our Enkidu in the mountains :p It's now elite.
Sumer starts a temple for a needed expansion.
2350 - Iro are starting the Pyramids in Salamanca. Might be better to let THEM
build it then take the city :p
2230 - Lagash is founded up river. Not alone indeed - the English are further
up North than the Iro, and they have Alphabet, Iron Working and Wheel. Iro have all
of those plus Masonry.
2110 BC - Well cool, a settler wants to join our nation :D
He moves to a spot where it will pull in gems after expansion. He can stay there
or move one more SE for immediate gems and what seem to be hills to the SE.
Our two Northern explorers are just in or about to be in enemy territory for
a few turns, and try to see what is past them. The Iro seem to be growing like weeds.
They've both picked up Warrior Code and both now have Masonry. London is on Colossus.



The map above includes a few red dots at the very top,
This is a good point to pass it on to our next leader, whoever that may be :p
Swap Ur to settler or keep churning out one Endiku per turn, taking advantage of
its 10spt. Also feel free to take back the wheats from Sumer.

RBC6 Save file 2210

Please respond here (or in RBCiv Discussion thread) if interested. Our next
leader will go 10-20 turns as desired, then 10-15 and even years, then 10 each.

Charis
 
After the debacles in RBC4a, if you would have me, I am interested.

Grimjack
 
That sounds very interesting! RBC3a & 4a are over now (at least for me), so I'd like to join this one. But if the roster is full already, or you prefer to play with other people you haven't played with in a while, I won't be offended.

Compared to Grimjack, my record is even worse: Two out of three RBC games I played in are losses. :p

-Kylearan
 
Excellent, thanks for the responses. The roster will be:

Charis
Kylearan
Grimjack
Aggie
Speaker

I hope to catch Mitsho in an upcoming game, but couldn't let Kylearan keep that record of 1 for 3 ;) Speaker requested to go at the end, so he'll be the last one. If Kylearan can't take this one soon, plz say so and we'll adjust the order a bit.

This one should start fairly well, then see us go into a deep stall as others trade tech around like crazy, and it will take more than a little 'scrappiness' to catch up.

Thanks, and good luck,
Charis
 
:cry: Why did I react in the RBCiv discussion thread and not here.. :cry:
 
The great Charcamesh was known to wander in the streets of Ur occasionally, catching some fresh air while thinking about the future of Sumeria. One evening, during one of his strolls, he was spotted by a new guard called Kylearan, who unfortunately didn't recognize him and mistook him for an Iroquois intruder. Remembering his orders not to tolerate outlandish scum and his personal hate for the Iros, Kylearan told him to leave the city immediately or suffer the consequences. Charcamesh's answer, who was very angry that he had been interrupted in his thoughts, was to call Kylearan a complete moron and his mother something else that somehow seems to have been erased from the records.

Unfortunately, Charcamesh didn't survive the following brawl.

Kylearan, then realizing who he had just killed, took the clothes from the dead despot and threw the body into the nearby river. He then disguised himself as Charcamesh and ruled the empire for several decades.


I decide to found Kish on the spot where the settler stands because it's nearer to the capital. A light blue border can be seen east of Lagash.

Ur builds some more Enkidu warriors before switching to settler. Then, both Ur and Sumer get hit by disease on the same turn! Ouch. :(

One of our scouts finds the Iro city of Oil Springs, which lies on a small hook of land north of the light blue border. He gets himself trapped on that tip of land deliberately, hoping he can make contact to the unknown civ over the water - and indeed, as the Iros kick us out, he now can see the Hitties.



While England and Iros know all techs we can see, the Hitties lack both mysticism and masonry. Alas, we're not allowed to make a 2fer-here.

The way back for our contact-making scout is blocked by a worker at the moment, but we have to wait some turns anyway or Hia would kick us out again before we can cross Oil Spring's lands.

A settler is on the way to one of the red dots, and one more Enkidu tries to reach the hut near Tonawanda before their borders expand.

On my 10th and last turn we discovered iron working. We have iron on the mountain near Sumer. Now what to research next? With max research (90%, making -4gpt), fastest would be warrior code at 4 turns. But I suggest to research either masonry or mysticism (6 turns), because maybe we get it before the Hitties do and we can trade it for other techs. Mysticism would allow us a run on polytheism, trying to be the first to know this, so I would suggest trying that.


Hundreds of years later, one of the bodyguards of Kylearan's grandgrandgrandson became curious and secretly read the king's diary. With horror, he found out about the murder of the rightful king so long ago and immediately demanded that Kylearan IX should leave Sumeria immediately. But Kylearan IX was as scrappy has his grandgrandgrandfather and refused to do so. Unfortunately, he didn't survive the resulting brawl...

The disease-ridden game


Grimjack - UP NOW (Let's make sure there will be no need for a plan B this time!!)
Aggie - on deck


-Kylearan
 
You guys are crazy, I will enjoy watching this. :goodjob:
 
A good turn Kylearan, and yes, double ouch at that disease :=\

If those Iro punks won't let our warrior out he may just have to declare war then plant himself in their forest. They don't know how scrappy we are! Good move waiting and seeing the Hittites, btw.

Skyfish, I saw your response in the other thread, and have you lined up in the Korean game :hammer:

Charis
 
A dark corner in a certain bar in Cynosure.

Lighting is not good, but the astute can see that one of the two persons in the corner booth is Grimjack.
The other remains unknown, hooded and shadowed.

- 'Special rules will cost you extra you know. Normally I just hunt them down.' ( Grimjack)

- 'This time you have to make sure it is safe for my rule. Make no mistakes. I want this done ASAP, and I have resources to make it worth your while.' (unknown)

- Very well, half in advance now. Then I will leave, and prepare for your arrival.

A pouch is carefully transferred acrosss the table.

- Here is all you will need. Do remember to bring your sword.


"Got it"

grimjack
 
If you have any space left, I'll join too.
 
RBC6, the first years of Grimjack's rule

Notice that the south is infested with barbarians.

IBT: Our Enkidu in the south is posthumonously decorated, for killing off 4 barbarian foot and 2 barbarian horse before succumbing to the third and last horse.

1725 Wonder briefly if there is a war going on in the north, as I see large amounts of warriors traipsing back and forth.
Lose our wounded veteran Enkidu trying to take out a barbarian horse. I promote the regular Enkidu taking our vengeance.
Nede to up lux as Ur grows.

IBT: Ur Enkidu->Worker

1700 Move settler into position.

IBT: Our Enkidu are buff. Iros found Centralia, destroying our hopes for that particular hut.

1675 Build Umma on a nice lake shore.

IBT: Ur; Worker->Settler, Sumer->Disease

1650 Another medal is granted to a warrior taking out a camp defended by three horsemen all by himself.
Hittiets now have 60 gold, so a techbuy from them is probably close. I still have 2 turns on Mysticism.

1625 As usual, I check which combo of wheats are best for this turn between Ur and Sumer. Hopefully disease in Sumer has run its course.

IBT: Get Mysticism, start Poly. Raid another camp. Complete road into Kish

1600 Debate whipping the temple in SUmer, but decide against, as they do not have a granary.
Exchange knowledge of Mystic weeds for knowledge of Alphabet and a grant of 60 gold.
Iros and English already know Polytheism, so I start a Masonry gambit, hoping the Hittites are doing writing and stuff.

IBT: Ur: Settler->Enkidu

1575 Start the settler on his long way northwards to box the Iros and ENglish in.

IBT: Ur: Enkidu->worker ( Really need a temple, as running luxes costs us research turns. ) English start Temple of Artemis. As do the Iros.

1550 WOrkers continue the projects of straighter roads. Really do not like to pay the fording customs every time we need to cross a river.

1525 More movement. I try something nasty in Ur. Instead of running a 30% lux tax, I can use a 10% and two scientists, shaving two turns of Masonry, but not growing to size 7.

IBT: Ur: WOrker->Settler, ( Hope I didn't waste the scientists when Ur changed size this turn. )

1500 Keep Ur on the Scientist this turn as well, to get Masonry and hopefully be able to trade Writing with the Hittites. Ur can grow in a single turn when it gets the dual wheats.
I do not think it serious to use a specialist a turn or two in this particular food rich setup. The settler is heading for Charis northernmost red dot. I think we should start to fill in our core as well, as we will not allow hordes of AI settlers to traipse all over our pristine lands.
It might be an alternative to found on the hill, for defensive purposes. We will lose a hill for a desrt by that move however.

Grimjack

Save: RBC6_1500BC
 
Update to the Roster:

Charis
Kylearan
Grimjack
Griselda
Aggie
Speaker

I couldn't let Griselda miss another science themed game, so she's the new addition. With six folks, please keep the game moving by: "got it" with 24hrs, posted game asap (within 48hrs at most after got it) and please don't hesitate to say 'skip me' if you can't make it in 48 hrs

If anyone is not familiar with them, please look over the "RBCiv" Exploits and Tactics page. This will be a stricly no-exploit game, and do not purposefully trash our rep.

http://realmsbeyond.net/civ/erules.html
http://realmsbeyond.net/civ/etactics.html

Thanks all,
Charis
 
Depending upon how many Iroquois units we have seen running around, we might want to send a stack of a half dozen Enkidus to loot and pillage those purple lands. Having played a couple solo games with the Sumerians, the Enkidu are cheap and can easily ravage a rival core. I think this sort of behavior fits with the variant rules and it's devastating to the AI. Any thoughts?

PS- I am away for the weekend, and have internet access, but no Civ3 access.
 
Speaker, that exact thought crossed my mind. At 10spt and one Enkidu per round, we can churn out 6-8 that could descend like locusts on a rival civ that is too big for its britches. Against someone like the Iro, this would be especially nice, to slow their advance to Mounted Warriors. It's most definitely appropriate for the variant, and would likely be quite effective. A thumbs up from me, if an upcoming leader wants to try that.

Charis
 
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