cMM 1 - Deity 5CC Conquest

carlosMM

Deity
Joined
May 14, 2003
Messages
8,570
As there was more interest than spaces in aggies latest 5CC game, here's a spinoff.

As a 5CC Conquest on such a tough level demands excellent play I will only take people who feel comfortable on Emperor level at the very least. All others are welcome to lurk and copy-play.

We will be Persia, and I have started the game already. We have a VERY good start (and I took the very first I got!), so I suggest you think up some very hard restrictions.

already suggested are:

honorable rules
no armies
no bombers (but I think fighters for bombing is OK).


signed up are

carlosMM
aggie
Tarkeel
Sir Len Taft
Codo Stejans
T_McC
Foresight
 
oh, sorry, I should have clarified: honorable to me means no exploits, no treaty breaking.
declaring war when none of our units is in enemy lands is dastardly, but not dishonorable!
 
Reporting in!

I agree on the no bombers atleast, but since we can only ever have one army anyways, it isn't as overpowered as it otherwise would be.

If we want to make happines balancing harder, we could try this: No specialists unless the city doesn't have any free squares.
 
It will make us have to focus on keeping the cities as equal as possible in most ways I think. I've never actually tried it, so not sure how hard it will be, but I think it fits a 5CC much better then a larger empire atleast. It's going to be a pain to remember though :(
 
hm, I think that is a bit too tough - in case we have few lux it may mean to run constant 50% lux!
 
I'll sign on, I'd like a really challenge (for me, I'm at emperor but planning to move up to demigod).

No specialists...hmm, that's quite a challenge...but the more fun. :D
Agree with the bombers, armies won't matter very much.
 
Sir Len Taft: welcome, prepare for a really hard fight here!


one rule for non-deity level players: PLEASE, if you are unsure about something, DO stop playing and report here. That way, the team can advise!
 
to spike the interest in this game a bit - here's the start:

cMM_start.jpg


and this I see after moving the worker:

cMM_start2.jpg


obviously, I founded our capital in place......

the opponents so far are: (from F11)
Spain
Byzanz
Korea
Ottomans
English
 
Lovely, but how typical :crazyeye: Atleast we should be able to get the settlers and workers we need pretty fast. Hope some of those hills we see (or that range atleast) has iron for us.
 
I'd like to join, if you'll have me. I'm an Emperor level player in my solo games.
 
carlosMM said:
obviously, I founded our capital in place......

Odd question: For a 5CC, wouldn't it be worthwhile to at least consider moving the settler NW-NW? You would retain the 2 cows, and trade forests for at least 3 Hills and 3 Mountains.

In a normal game, one uses terrain with bonus food to pump up the settlement rate. Here, one can use bonus food to bring more high-shield, low-food tiles into a city radius.

The original spot will be almost entirely grassland, so post-rails the city can make at least 80 spt if it can use all of it's tiles. With the extra Hills and Mountains, I think that city would go over 100 spt. {Can't bring myself to do the full analysis of spt at size 12, 20, pre- and post-rails and factories ...}
 
Codo, you're in! welcome!

T_McC: an interesting idea - is that a signup? ;)
I still would settle ASAP - pump out settlers and workers, then later maybe move the city........ As it is, the city can use a lot of 2 prod tiles with food surplus, allowing the use of a scientist (keep them happy, too, by removing an unhappy guy) and get 13 shields in despo, maybe even 15, witha LOT of commerce as well.....
 
OK, I'm in. :banana:

:confused:

Anyway, the difference between the original spot and moving 2 NW would only be seen at sizes 7 and above. In each location one would work the 2 cows, 2 mined BG, and 2 forests (probably in that order). You would lose trade starting at size 5 because the forests would no longer by along a river, although that could be offset by mining the river plains tile and using that instead of a forest.

[OK, now I have to do the math ... I think the moved city can make 28 spt at size 12 out of Despotism, if the hidden tile in the NW is a Hill and not a Mountain. :) There has to be another food bonus (or more BG) to hit 30 spt.]

Moving now only costs 2 turns towards every city subsequently founded. Trying to accomodate a later move may force us to build unnecessarily wide in our core. Now that I think about it, the biggest problem we'd face is if we have a close neighbor. By moving now we stake our claim to that spot, and the AI won't settle to overlap our 21. But if we stay in place and only improve those tiles usable by either location, maybe getting everything else out two turns sooner is worth it. Could go either way, but I definitely feel the spot 2 NW of the starting square is better for a 5CC.

There the other consideration is that we would be jumping our Palace if we found on turn 1 with the intention of moving later. 'Twould suck to be able to build a perfect circle around our starting area, and then have our capital moved to the edge instead of the middle. We may not have much else to do with leaders, but still ...
 
:lol:

Let's pretend I can remember which tile I wanted to have the capital founded on. NW-NW of the start location means 2 Mountains and 3 Hills in the city radius. The fogged tiles look to be a forest, a river forest, probably another forest (in the SW) and some grass in the NW. So tile equivalence with the starting location until size 6, then possibly surrendering 1 trade by working a non-river forest, then ... whatever, we won't be size 7 for a while and will probably have more improved tiles.

At size 12, out of Despotism, I then count 27 spt without another food bonus under the fog. Three-turn Cavs/Rifles are nice.

Agreed on no G.Lib. We'll just have to pointy-stick folks for tech. :D
 
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