Revenge of the Babylon Settlers - Roster A

mad-bax

Deity
GOTM Staff
Joined
Jan 24, 2003
Messages
5,242
The Scores on the Doors

settlerscore8.jpg


Rules of the Game.

This game will be played under GOTM rules. Any contravention of these rules will be considered cheating.
Note: This includes the "Remote Palace" exploit rule introduced recently.
The one exception is that war Mobilization is ALLOWED. However, the infinite shields exploit is NOT ALLOWED.

The following tactics/exploits will result in a one time 10% deduction in final Jason score for the team and are taken from the Exploitative Tactics section from RBCiv.

1. Breaking a peace treaty within its' 20 turn duration - other than a straight peace for peace deal.

2. Intentionally breaking a trade route by pillaging or selling harbours/airports.

3. Free palace jumping.

4. RoP Rape.

5. MPP RoP abuse. Using an RoP with a Civ that has an MPP with your target Civ in order to place troops.

6. Using lots of settlers to "tunnel" into an opponents territory. With enough settlers you can get anywhere within the opponents territory you want in one turn.

7. Whipping in cities that do not have at least one content citizen.

8. Building cities right on the opponents border with the sole intention of peacefully stealing land. It's OK to use a single settler to get your arty in range of a city since this is not "peaceful". It is not OK to build a city 2 tiles from another in order to steal a resource. (This is not exactly the same as RBCiv, too bad).

9. Using workers or undefended cities for manipulating the AI's army and dragging them out of position.

10. Ship Chaining.

11. Using non-combat units to prevent the AI landing on your territory.

12. Drafting units in otherwise worthless cities and disbanding them in others to hurry production.

13. Through trading - leaving an AI opponent with fewer than two workers before 1000BC. If you buy workers, you must be able to demonstrate that the AI have at least two left before 1000BC.

14. The use of the "Big Picture" screen on the discovery of a new tech in order to change build queues or alter the number of turns of anarchy you get in government switch.

15. No palace moves at all after 10BC. This is not an RBCiv rule, but I'm making it anyway. NO EXCEPTIONS. If the AI sack your capital after 10BC you'll lose 10% of your score. Serves you right.

Everything else is allowed. So suicide galleys, ICS, RCP, pre-building, remote wars with no prospect of any warfare, using RoP to irrigate the tiles around an opponents wonder building city etc. are all OK, though not necessarily nice.

Once you have violated one of the rules listed above, there will be no further penalty for further violations.



The infamous start

TJ03a.jpg


>>THE GAME<<

Roster A
Zwingli
denyd
Karasu
Alanh
Vacant Slot
Ted Jackson
 
As MadBax is short of time, here is our roster from his previous post:

Zwingli UP
denyd On deck
Karasu
Alanh
Civ General Not reported in yet
Ted Jackson

Zwingli, do you want to discuss it? Or are you just going to get on with the first 20?
 
Alan,
I actually played the turns on Thursday, knowing that I wouldn't have much time this weekend. I will post some thoughts on strategy/reseach on the next post. Without further ado, the report...

Farming the Tigris
As the game that inspired "Deity Settlers" you know that Babylon will be the prototypical settler pump. To harness Babylon's potential, I started us off with an extreme farmers gambit. Hopefully Persia will let us live long enough to see the benefits of expansion ;).

4000 BC (0)
Worker moves south to the coastal cow which reveals a whale off the coast. Settler move Southwest toward the coast to pull in the whale and get access to the sea.

3950 BC (1)
Found Babylon ->warrior. Worker begins irrigating cow and research is set to 100% on Pottery due in 20.

3750 BC (5)
Finish irrigation, start road.

IBT- Babylon warrior->Colossus :eek:

3650 BC (7)
Babylon grows to size 2, lux tax up.

3400 BC (12)
Babylon grows to size 3, lux tax up. Warrior spots a goody hut to the north, but we don't dare open it so close to the capital. Getting angry barbs would practically end the game!! Note that the odds of getting barbarians from huts is greatly increased on deity level and that the odds of defeating barb warriors is greatly decreased.

3200 BC (16)
IBT- We learn pottery

3150 BC (17)
Babylon switches from Colossus to granary, due in 4. Research is set for Ironworking at minimum science (I will discuss research strategy in the next post).

3050 BC (19)
IBT- Babylon Granary->Settler.

3000 BC (20)
Warrior continues to explore our front yard. I have been conservative with exploration, revealing only our immediate surroundings without moving the warrior too far away from Babylon. If Persia doesn't know about us they can't declare war on us :).

Babylon should be set to build nothing but settlers (and maybe a worker or two) until the expansion phase is over. The worker will finish irrigating the wheat after the turn Babylon grows (the food from irrigation will count that turn), so the city will be a perfect 5 food per turn settler pump at size 5->6 so long as the wheat and cow are worked without working the forest. The whale tile is already in regular use, so the move to the sea has already paid off in more ways than one (it is the same as a roaded, mined grassland by a river).
tj3a_3000BCland.jpg

With Babylon unguarded at the moment and our worker busy setting up the settler factory, I think it would be best to leave that goody hut alone until we get spears or bowmen :).

From the lay of the land so far, it looks like a relatively dense settling pattern is in order (maybe 3 tiles apart). We need quick military from the next city, so maybe founding on the river next to the game in the northeast would give a high-short term shield producer. Babylon could pop out a worker after the first settler in order for our core (plains rich) cities to be immediately productive.
>>SAVE<<
Good luck denyd :thumbsup:
 
As promised, a word about tech research:

Anyone familiar with GOTM 14 (even if they haven't played the game) will know the basic setup from Bamspeedy's popular site. We are alone on an island with Persia and her bloodthirsty immortals. Because of this, we should be prepared to research most of our own technology in the early ancient age, and shouldn't waste research on anything besides the essentials. With only one trading partner, it actually costs a whole lot more to buy tech than to reseach it, so only buy techs from Persia if it looks like they are about to attack (and then buy with pure gold per turn ;) ).

What are the essentials? We need Ironworking (swordsmen), Warrior Code (bowmen), Masonry (walls), Mathmatics (catapults), and Alphabet (precursor to Mathmatics). Bowmen aren't the best UU in the game, but their high defense and cheap cost will come in handy if/when Persia attacks. If we survive the early game, we should be able to beat the rest out of Persia or trade for them when the rest of the world is discovered.

I set research to Ironworking at minimum rate in order to save up gold for either a swordsman upgrade, or (if we don't get iron) deficit research on the other "essential" techs. Note that we will get a research discount on anything Persia has obtained, so reseaching Warrior Code, Masonry, Alphabet, and Mathmatics will be cheaper once min research on IW is finished and we contact Persia.
 
CivGeneral Reporting in
 
If no one objects I'll keep track of the roster to save mad-bax the effort.

Good start, Zwingli. Denyd now continues with the stealth approach to Deity Settlers.

Zwingli
denyd UP
Karasu On deck
Alanh
Civ General
Ted Jackson

Welcome aboard Civ General. We're now all present and correct.
 
For Your Consideration
Two tentative settlement plans for our front yard...
tj3a_3000BCdots.jpg

This is a relatively balanced settlement map based on founding immediately useful towns according to the terrain available. Each town is within 3 tiles of at least 1 other town for defensive flexibility. The black dot is an extremely powerful location which could be a priority for our second or third settler
tj3a_3000BCdots2.jpg

This is an aggressive RCP/ICS settlement plan which will be quite powerful in the early game. Later on, it will be somewhat cramped with limited potential for size 7+ cities and the dual wheat location will suffer from high corruption, being useful only for the whip. This plan will also result in the -10% penalty for breaking the RBCiv ICS rule right from the start.


I prefer a settlement style closer to the first map, using terrain features rather than numerical corruption for placement, but the team may disagree. We will need more map infomation to plan for city placement further from Babylon, but we should not settle too far from Babylon for the sake of defense aside from any iron resources. In any case we will need a decent worker count to irrigate the plains, mine the grassland, and road through the mountain range. Workers can be skimmed off of Babylon between settlers, or built from the floodplain site.

What is the team's consensus?
 
I prefer Zwingli's first dotmap with one slight modification. However I think the order in which we settle the sites is crucial so here's my take with the most important sites (IMO) numbered:

TJ03A-3000BC-TJ-Dotmap.jpg


Site 3 is our medium term goal as it has the ability to churn out the settlers & workers we'll need to grab & improve our holdings.

Site 4 is SW of Zwingli's spot but still on fresh water. Not a major change or benefit but just allows a little more breathing room.

Site 1 is the obvious first site to settle as the worker can road the Wheat he's standing on to provide an immediate link back to the capital. Roading either North or Northeast next will link site 2 and from there straight on to site 3 via the Game. This will leave the Worker in place to road & irrigate the 2 Wheat tiles at site 3 with no wasted moves.

We could slot in a Worker at Babylon after the second or third settler or set site 1 to build a worker as first build to prepare the way to site 4.

I think this is the most efficient way to get to site 3 but comments and suggestions are, of course, welcome.


Ted
 
Well in all my life, I have never! And I repeat NEVER! Seen such a sorry excuse for a SG team! You are a bunch of 'ORRIBLE PACIFIST PINKO MAGGOTS!!! I bet you have already decided to go for a diplomatic victory. Whats that Jackson! Are you crying already!! Are the the big nasty Persians being mean to you! If you don't like it. Just pick up your kit and take a walk down Wash Out Lane! You slovenly 'orrible civver!
Now I want all of you to take a look across there. Now thats what I call an SG team! They are called C Roster and you MAGGOTS are not fit to clean their boots with your tongues!!!
C ROSTER!! HUZZAH!!! C ROSTER!! HUZZAH!!! C ROSTER!! HUZZAH!!! C ROSTER!! HUZZAH!!! C ROSTER!! HUZZAH!!! :p :mwaha: :mwaha:
 
Well I see why samildanach made Ted's ignore list :)

I take my wife out to a Valentine's Dinner and a Jazz Concert and I'm listed in 'stealth mode' ??? D)

I got it and I'll play later - I'm very sure that site 3 is a must get and site 2 is the stepping stone to 3 - site 1 is good for getting military, but I would place that after 2 & 3 - site 4 is one we'll grab when we spot a Persian settler heading for it - we need to expand NE and grow up the coast.

I'll check back before I start.
 
The updated settlement plan with priority on eastern sites by Ted/denyd looks good. :thumbsup:

I wouldn't worry about team C. If they are posting in this thread, I can only assume they have already been eliminated. ;)
 
Actually,

Samildanach hasn't made my ignore list... yet :)

So I'm not quite sure what his sig is all about, perhaps I've gathered a claque :)

@Denyd: I toyed with going straight for 2 then 3. The only reason I stuck with 1, 2, 3 was the road should be complete as the settler becomes ready and the possibility of popping a worker from 1 to speed access to 4.

Go with your best judgement, site 3 is the key as we all seem to agree on :)


Ted
 
I like Ted's plan. It's certainly worth getting to 3 asap.

@Ted, I started the roster ball rolling as you and MB seemed preoccupied. But as you appear to have returned from hell, do you want to pick it up now?
 
Originally posted by AlanH
Ted, I started the roster ball rolling as you and MB seemed preoccupied. But as you appear to have returned from hell, do you want to pick it up now?
I'm working away from home again next week and I'm not 100% certain I've cured the problems I had last week. So if you could continue to keep an eye on things until next weekend I would be grateful.

Hopefully after that I'll be able to step in and take care of the day to day business.


Ted
 
Let us begin with the save

The comes the turn log:

Turn Log 1

Turn 0 – 3000 BC – Find the Civ3 disk and blow the dust off it :) - reset personal preferences – My resource displays are all wrong but I’ll play my set and worry about that later

IBT: Nothing happens

Turn 1 – 2950 BC – Warrior E spots a gold on a hill

IBT: Babylon grows to size 5

Turn 2 – 2900 BC – Reset slider to 5-1-4 to prevent riot – Iron Working in 35 - Settler in 2 – Warrior NE spots a BG

IBT: Worker completes irrigation

Turn 3 – 2850 BC – Worker starts road Warrior NE spots a hut (think I’ll pop this one)

IBT: Babylon Settler -> Settler

Turn 4 – 2800 BC – Settler sent to city2 spot – Warrior N – slider to 6-1-3

IBT: nothing

Turn 5 – 2750 BC – Warrior pops hut for 25g – Settler N – slider back to 5-1-4

IBT: Worker completes road

Turn 6 – 2710 BC – Worker N – Settler N – Warrior E (spots green border)

IBT: Persian spearman shows up W of Warrior

Turn 7 – 2670 BC – Contact Persia (here’s the bad news) – Persia (annoyed) – up Masonry, Warrior Code & Wheel – has gems (1 extra) – 10g & 4 CITIES – Pottery + 80g + 2gpt will get us Warrior Code (I pass) – Warrior NE spots 2 incense – Settler founds Ur starts warrior – Worker starts road

IBT: Persian spearman leaves going N

Turn 8 – 2630 BC – Warrior N

IBT: Persian warrior going E N of Warrior – Babylon Settler -> Settler

Turn 9 – 2590 BC – Settler heading for spot 3 – Warrior spots another incense – Slider to 6-1-3

IBT: Worker completes road

Turn 10 – 2550 BC – Worker moves N of Ur to road – Settler moves to N of Ur heading to city3 spot – Warrior E spots not much

Now a picture of our little empire

Map2550BC.jpg


The resources are all jumbled so I hope this makes sense

Ur is building a warrior due next turn, unless someone has a better idea (barracks/temple ?) - there is a settler N of Ur heading for spot 3 and he should be able to get there (I hope).

Persia has a very strong start (even for diety) and we'll need to play our best to survive the Ancient Age.
 
Persia 4 cities :eek:

Nice to see those Pearls on land though :D and the Settler on his way to site 3 :)

Seriously, great stuff denyd :thumbsup: I look forward to seeing what's in store.


Ted
 
Good turns overall denyd :). However, Babylon should not have dropped in population down to size 3 :(. The irrigated wheat is not currently being worked and Babylon is not set for growth every 2 turns. As long as Babylon is micromanaged for 5 food per turn every turn it should be able to crank out a settler every 4 turns without losing population. Don't worry though, as long as Karasu (up next!) gets food production back up, Babylon will tend to grow back to a sustainable level.
 
My ISP took a vacation for a couple of hours. Back now though.

Zwingli
denyd ... breathes a sigh of relief. Is that rubber already? :p
Karasu UP
Alanh On deck
Civ General
Ted Jackson
 
Got it.
I am not sure I will be able to play tonight, though, as our boss had the brilliant idea of arranging a working dinner with some dumb guys that are coming for a meeting tomorrow...

I'll try to give it a look anyway -plenty of time for more discussions and suggestions.

BTW, Mad, you should tell people from the other rosters not to read spoiler information here... or they will eventually end up in everyone's ignore list ;)
 
Karasu: I understand your sentiments entirely. The post to which you refer offended me to the extent that I didn't feel there was anything I could do to adequately rectify the situation. Therefore I decided to allow the forum moderators to take any steps they feel fit.

Hopefully this particular poster will take the hint and modify his/her behaviour accordingly.
 
Back
Top Bottom