Charis
Realms Beyond
Middle Ages - C3C Scenario - Succession Game series
RBC13D - Kievan Rus
See the general thread for rules, but nothing special
beyond the usual RB list of non-exploits. (Dastardly non-exploits
are fine, as typical, with one worker per civ thru turn 50)
We'll be doing this one on Demigod, with a goal that should make for a
very fun and a delightfully brutal game - we'll be going explicity for a
Conquest Victory. That means we will have to wipe out 17 nations!
We're Commercial and Religious, led by Royal Majesty Murik. AI Aggression Normal.
We know: Norse Tradition, Masonry, Alphabet, and Mysticism.
Norse Tradition gives our Berzerks, 70 shields, 6.2.1, amphib assault. They rock!
Seafaring gives Longboats, 3.2.6 and capacity 4, enough for... an army. They rock!
Smithing gives a Blacksmith which is a 100 shield factory! They rock!
Viking Sagas opens a wonder which is a combo of +2 Magellan and Heroic Epic. It rocks!
Would we ever want another tree? We might actually - as we never get an 'aqueduct'
Byzantine flavor leads to Aqueduct and Cataphract (4.3.2), and a Spy with see-invisible.
West church gives Monastary(+50% sci), Knights (5.3.2), Crusader (4.3.1). Not so great.
Arab flavor gives library, Ansar (5.2.3!), Assasin (5.1.1+stealth), Sipahi(6.3.3), aqueduct.
The Arab tree seems our best second addition, if we want to pick one up. We can (must)
self-research the first one in a flavor, and can trade for later ones. Much later in
game, next age gives Swiss Mercs (3.5.1) and some other so-so bldgs and units.
We're in the "Viking" age and need *two* required techs to get out into the next age,
"The Crusades", where Arab learning, Western Church, and Map Making are available.
Only 4 required techs there, then the high middle ages has many techs open to all.
Note "Sheriff's Office" with Divine Right costs 240 shields but is a courthouse, a bank,
temple and a half-factory all rolled into one! The courthouse equivalent, imporant
for our civ, is the Town Hall, available with Code of Laws. The Magna Carta wonder, late
in game, gives a Town Hall in every city. The Great Wonders almost all seem nice, but
I don't know which if any we'll want to build. Given that we'll be assaulting every single
capital in the game, I would tend to say "none - capture wonders."
It's Mass Regicide, so each nation gets 3 King units, and if they die, so dies the
whole nation. The best (only?) way for us to win without winning on VP or letting
someone else win will be to take out those kings specifically, and not get into
long drawn out wars all around.
The year is 843 AD, our setup includes 4 zerks, 2 swords, 5 workers, 1 settler, no boats.
Kiev (size 2): Vladimir, 2 zerks, 2 workers, rax, market. Needs a temple badly!
Novgorod(1): Oleg the Wise, zerk, worker. *60% corruption!* Temple and market.
Vitebsk(1): Mstislav. Zerk, worker, no bldgs. 33% corrupt.
Yaroslavl(1): A worker. Nearby is a sword. No bldgs. 33% corrupt.
One settler with a sword in a very good spot, halfway between Kiev and Novgorod.
We are *not* on the coast and will want to get a decent coastal city before too long
(but no huge rush, as a sneak attack by other Vikings would lose it
)
The Swedes are partly up on the coast past Novgorod. Such a city will be corrupt.
Did I mention we're in Monarchy, where we will stay the whole game?
Strategic thoughts
- The Vikings 'start' the strongest but don't have as much to look forward to compared
to other civs. Time is on the side of the Arabs, as the Sipahi is the uber unit of the
game, plus Ansars and Assasins, and they have to defend, not crusade.
- Once in the next age, research Arab learning and go down that path by trading.
- Thus it would make sense to go clockwise perhaps? Turks first before they get any
serious units, then Fatmids before they have a monster stack defending Jerusalem,
continue around after Fatamids. Then with longbows and Zerks in place, wipe out our
Viking brothers by same-turn amphib attacks by zerks/longboats, and finally our
neighboring Europeans, when we've got our own Knights or Siphai, rolling East to West.
- Our 'ideal' setup would be 3-6 armies, some Berzerks and some Cataphracts
(EDIT - had Sipahi here, but only Turks can build), so that not only
our losses will be minimal, but also our VP's. These armies can march up unhindered to
opposing king-cities, and take them out quickly, then rinse-repeat on next civ.
- We're NOT militaristic, so leaders won't be as easy as other recent SG games.
- I've compiled a list of king's starting-cities, to be posted later.
Discussion questions for our team:
- Long term approach to conquest?
- Any specific early focus?
- When to take to the sea?
- Dense-ish builds, as we'll never have more than size 12, most perhaps size 6.
Also, since goal is conquest, not domination, don't waste effort holding cities.
Roster: (room for a fifth, but only a committed strong player please)
Charis
Jabah
Grimjack
Akots
Thanks, and good luck all!
Charis
RBC13D - Kievan Rus
See the general thread for rules, but nothing special
beyond the usual RB list of non-exploits. (Dastardly non-exploits
are fine, as typical, with one worker per civ thru turn 50)
We'll be doing this one on Demigod, with a goal that should make for a
very fun and a delightfully brutal game - we'll be going explicity for a
Conquest Victory. That means we will have to wipe out 17 nations!


We're Commercial and Religious, led by Royal Majesty Murik. AI Aggression Normal.
We know: Norse Tradition, Masonry, Alphabet, and Mysticism.

Norse Tradition gives our Berzerks, 70 shields, 6.2.1, amphib assault. They rock!
Seafaring gives Longboats, 3.2.6 and capacity 4, enough for... an army. They rock!
Smithing gives a Blacksmith which is a 100 shield factory! They rock!
Viking Sagas opens a wonder which is a combo of +2 Magellan and Heroic Epic. It rocks!
Would we ever want another tree? We might actually - as we never get an 'aqueduct'
Byzantine flavor leads to Aqueduct and Cataphract (4.3.2), and a Spy with see-invisible.
West church gives Monastary(+50% sci), Knights (5.3.2), Crusader (4.3.1). Not so great.
Arab flavor gives library, Ansar (5.2.3!), Assasin (5.1.1+stealth), Sipahi(6.3.3), aqueduct.
The Arab tree seems our best second addition, if we want to pick one up. We can (must)
self-research the first one in a flavor, and can trade for later ones. Much later in
game, next age gives Swiss Mercs (3.5.1) and some other so-so bldgs and units.
We're in the "Viking" age and need *two* required techs to get out into the next age,
"The Crusades", where Arab learning, Western Church, and Map Making are available.
Only 4 required techs there, then the high middle ages has many techs open to all.
Note "Sheriff's Office" with Divine Right costs 240 shields but is a courthouse, a bank,
temple and a half-factory all rolled into one! The courthouse equivalent, imporant
for our civ, is the Town Hall, available with Code of Laws. The Magna Carta wonder, late
in game, gives a Town Hall in every city. The Great Wonders almost all seem nice, but
I don't know which if any we'll want to build. Given that we'll be assaulting every single
capital in the game, I would tend to say "none - capture wonders."
It's Mass Regicide, so each nation gets 3 King units, and if they die, so dies the
whole nation. The best (only?) way for us to win without winning on VP or letting
someone else win will be to take out those kings specifically, and not get into
long drawn out wars all around.
The year is 843 AD, our setup includes 4 zerks, 2 swords, 5 workers, 1 settler, no boats.
Kiev (size 2): Vladimir, 2 zerks, 2 workers, rax, market. Needs a temple badly!
Novgorod(1): Oleg the Wise, zerk, worker. *60% corruption!* Temple and market.
Vitebsk(1): Mstislav. Zerk, worker, no bldgs. 33% corrupt.
Yaroslavl(1): A worker. Nearby is a sword. No bldgs. 33% corrupt.
One settler with a sword in a very good spot, halfway between Kiev and Novgorod.
We are *not* on the coast and will want to get a decent coastal city before too long
(but no huge rush, as a sneak attack by other Vikings would lose it

The Swedes are partly up on the coast past Novgorod. Such a city will be corrupt.
Did I mention we're in Monarchy, where we will stay the whole game?
Strategic thoughts
- The Vikings 'start' the strongest but don't have as much to look forward to compared
to other civs. Time is on the side of the Arabs, as the Sipahi is the uber unit of the
game, plus Ansars and Assasins, and they have to defend, not crusade.
- Once in the next age, research Arab learning and go down that path by trading.
- Thus it would make sense to go clockwise perhaps? Turks first before they get any
serious units, then Fatmids before they have a monster stack defending Jerusalem,
continue around after Fatamids. Then with longbows and Zerks in place, wipe out our
Viking brothers by same-turn amphib attacks by zerks/longboats, and finally our
neighboring Europeans, when we've got our own Knights or Siphai, rolling East to West.
- Our 'ideal' setup would be 3-6 armies, some Berzerks and some Cataphracts
(EDIT - had Sipahi here, but only Turks can build), so that not only
our losses will be minimal, but also our VP's. These armies can march up unhindered to
opposing king-cities, and take them out quickly, then rinse-repeat on next civ.
- We're NOT militaristic, so leaders won't be as easy as other recent SG games.
- I've compiled a list of king's starting-cities, to be posted later.
Discussion questions for our team:
- Long term approach to conquest?
- Any specific early focus?
- When to take to the sea?
- Dense-ish builds, as we'll never have more than size 12, most perhaps size 6.
Also, since goal is conquest, not domination, don't waste effort holding cities.
Roster: (room for a fifth, but only a committed strong player please)
Charis
Jabah
Grimjack
Akots
Thanks, and good luck all!
Charis