Jumpmasters 1A: (Buying) a Stairway to Heaven - C3C 1.22, Emperor

TedJackson

Cunning old Celt
Joined
Jan 8, 2003
Messages
2,393
Location
UK
This is the first game spun off from ScoutX .

Roster
gold_jumpwings.gif
Tinkez
silver_jumpwings.gif
Tallanas
gold_jumpwings.gif
Bede
silver_jumpwings.gif
mtgfreak
gold_jumpwings.gif
TedJackson
silver_jumpwings.gif
Smellincoffee ==> up

The Start
scoutxc3c2.jpg


The Save
> here <

Game Settings
Software: [c3c] v1.22
Civ: England (Seafaring/Commercial)
Level: Emperor
Variant: No research, ever!
Target Victory: Spaceship Launch
Map Size: 140*100
Map type: Archipelago
Climate: Wet & warm
Age: 4 million
Barbs: Raging :eek:
Specials: Regions of intense barbarian activity :ar15:
Opponents: Plenty :)

General SG Etiquette Guidelines
Please do:
Let the team know if you're going to be unable to play for an extended period - holiday, illness, exams etc.
Post a "Got it" notice or ask for a skip within 24 hours of the save becoming available (I reserve the right to skip a player who hasn't responded after the 24 hour grace period is over).
Play and post within 48 hours of posting a "Got it".
Zip up your save file before posting.
Write up a log of the events occurring during your turn and post it along with your save.
Provide notes for the next player as to the current situation and any immediate plans for the future - are those Caravels heading NE or SW? is that Swordsman fortified to heal or act as a lookout? Our forces are mustering for an attack on...
Feel free to pause and ask for advice, or simply discuss, if a situation arisies in the game and you're unsure of the best course of action.

Please do not:
Automate Workers.
Use City Governors unless the team has discussed and agreed their use.
Leave units on goto orders that will extend beyond your turn.
Make deals on your last turn. However, you should notify the next player if trading opportunities exist.
Make wholesale changes to build orders on the inherited turn without consulting the team.


General Gameplay Notes
Reputation: we will need to protect our reputation very carefully in the early part of the game. Losing the ability to make GPT deals early on would make the game much harder.

Brokering: for those unfamiliar with the term it's just a shorthand for acting as "middleman" in deals - e.g. buying a tech from Civ A then selling it on to Civs B, D & E (hopefully picking up something else of value along the way). We'll need to be on the lookout for brokering opportunities at every turn so I suggest that we use CRPMapstat to monitor trade opportunities. This utility offers no information that cannot be gained by slogging through the Diplomatic screens every turn, it just presents the information quickly and simply.

Keeping the AI Isolated (from each other): again, this is an important factor that will help us to maintain our position as a broker. Even if we have to devote significant resources to keeping the AI isolated we will still benefit by controlling trade. Obviously this situation can only last until the end of the Middle Ages but it is well worth the effort!

Roads: we will need every gold piece we can lay our hands on in the early game so building roads has an even higher priority than normal. We really don't want our citizens working unroaded tiles.

Still more to come... :)


Ted
 
Variant Rules - No Research, Ever!
This means:
Science slider must be to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.

We can, however, build Libraries, Universities & Research Labs for their cultural impact. The Great Library is also allowed but not manadatory (we'll just have to see how things look before deciding on this one).


Ted
 
Ancient Times
Worker moved to Cattle and then we settled on the spot, getting maps from the Goddy Hut. Research Slider locked at zero and we started our first build, a Curragh.

We met the Scandinavians in 3150BC but no trading was possible at this time. Minor barb activity was swiftly dealt with by our exploring Warriors over the next few hundred years.

We met a surly Arab scout in 2950BC but we still didn't have sufficient gold to exchange scientific discoveries. Things remained quiet until 2640BC, when we meet a Durch wanderer and the Babylonians. It seems that the Dutch are as backward as ourselves, The Babylonians trade us Bronze Working, Ceremonial Burial and Warrior Code for Alphabet + 2gp.

We sold Warrior Code to Arabia & Pottery to Holland in 2510BC (mainly to prevent them trading amongst themselves). 2430BC marked the arrival of our 2nd Settler and construction started on another Curragh.

Our Settler founded Nottingham on the agreed coastal site in 2190 and immediately started training a Worker.

To be continued...


Ted
 
marker posting...
 
I've created some empty posts above to make life easier :)

Rules
I'd prefer to play by the RBCIV ruleset with one addition - Only one worker may be bought from each AI before 1000BC. Comments?

I'll add our variant-specific rules in a little while.

Summary
I'll try to keep a simple summary for lurkers (& players).

Useful Links
Although this isn't a Training Day Game I've no doubt that we'll be referring to some of the "standard" information. Collecting those references here will just make life easier for everyone :)


Ted
 
Looking good there!

Tal signing in...
 
Reporting in.

One worker per AI before 1000BC sounds ok.

Ted : Will you make the play order?

-Tinkez
 
Ah, forgot to mention the buying worker thing. Sounds ok to me; since we will be doing no research, we'll have plenty of cash available and we could really hurt the AI with worker buying... We'll just have to "earn" our slaves...
 
Tinkez said:
Ted : Will you make the play order?
Yep,

but I'll leave it loose for now as we'll probably want to discuss the start (when we get it), some general strategy and set some milestones before we actually start playing :)

I'd like to alternate old hands and improvers, that should keep things moving along smoothly. If possible, I'd like either yourself or Bede to take the first 20 and get us off to a firm start.

Tallanas said:
Tal signing in...
Welcome aboard Tal.


Ted
 
Checking in.

:wavey:
Good to see you all again, Ted, SC and Tal. And pleased to meetcha Tinkez and mtg


Ted, you want to flip the coin for lead off batter? Call it, Tinkez!
 
Bede said:
Checking in.

:wavey:
Good to see you all again, Ted, SC and Tal. And pleased to meetcha Tinkez and mtg
Been a while Bede :)

Bede said:
Ted, you want to flip the coin for lead off batter? Call it, Tinkez!
Coin flipped :D


Ted
 
Hi Brother Bede :salute:

Good to be in a game that varies between people I know and new folk, and also the skill levels - looking forward to this enormously!
 
I've added some general gameplay notes for this variant to the first post and the basic Variant Rules are now up here.

Comments & additions welcome :)


Ted
p.s. sorry it's going up in bits & pieces but I'm trying to fit it in around work :D
 
Just to confirm, I have CRpMapstat... An invaluable tool for brokering, it really is! In this variant, its impact will be huge, so I highly recommend it for anyone who hasn't tried it yet.
 
Bede said:
Checking in.

:wavey:
Good to see you all again, Ted, SC and Tal. And pleased to meetcha Tinkez and mtg

Nice to meet you too, Bede!

A big wave to other also! Looking forward to play with you :wavey:

-Tinkez
 
Tinkez said:
Which one to take? :scan: :scan: :scan:

One more time : :scan:

I'll take tails! Can I start or not :lol:

-Tinkez
Tails it is!

You can take 20 to start then we'll drop back to 10 turns each.


Ted
 
I've updated the first post with a picture of our start position. Discussion of opening moves is now underway :)


Ted
 
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