Sirian's Infantry Variant - The Roman Legions

Sirian

Designer, Mohawk Games
Joined
Dec 20, 2001
Messages
3,654
Location
Pennsylvania, USA
The pile of ideas in line to be used as RBCiv Epics is growing. Here is one of those ideas that has been on hold for a while now and isn't going to make it into the first batch of the new season. I don't want to wait around that long to give it a spin, however.

My infantry variant is an old idea: no fast military units. When it was first tried, we had to avoid building horse units and avoid getting computers (which would cause the game to stop allowing us to build non-mech infantry). Since then, the editor has been improved to where the rules can be modded into the game.

This second installment of Sirian's Infantry will also be played as an Always War game. We must declare war on all opponents on the turn we make contact. Special Rule for this game: we may not acquire map information from the AI's and we may not found embassies. We may acquire tech or contacts prior to declaring war, but we must pay up front: no deals involving any kind of per-turn payments. We may never, ever make peace with any opponent. Until we control all of the earth or are wiped from the earth, there will always be war without end.

Version: PLAY THE WORLD 1.14f
Civilization: Rome
Difficulty: Monarch
Map Size: Large
Opponents: Seven
Map Type: Continents, 80% water
Terrain: Rugged
Climate: Standard
Barbarians: Raging
Victory Conditions: Conquest (no sissy shortcut options, this is WAR!)

Here's the start. Looks... challenging. :lol:

inf2-start.jpg


The game's on Monarch, though, so I hope to assemble a pack of general's up to the task. Professionals will always overcome amateurs, and who are the professionals? The Roman Legions.

This is an old-style large map (140x140) for an old style smack down.


ROSTER:

Sirian
Falsfire
Griselda
Hotrod


:hammer: :king: :shotgun:
 
always war infantry only. sounds fun.

I'm up for it, I haven't played an always-war yet, due to lack of time, but since you've read my other RB epic reports, I'm guessing you have an understanding of my skill level?

I know that an always war has to be played differently, building military FAST and first, in case of early contact, but not neglecting infrastructure like the AI does. I also read your report on the incredibly effective park-n-pillage tactics with hoplites, I'm sure legionaries will do that just as well :)

So, let me be the first to sign up, if you'll take me.
 
I would be volunteering for this, except I don't have PtW. Ah well. Will be watching with interest though. Gogo Roman legions!
 
With the red carpet rolled out already, how can I refuse? :D

Sounds like fun, especially since I've been kicking myself for skipping that last always war Epic.

Sign me up!

-Griselda
 
135 views, 2 applicants, 1 interested party minus PTW who will be watching closely. ... :undecide: ... Alrighty then. We'll go with a short roster.

I'll play an initial batch of turns, then ten turns per player. We may shift to five turns per player in the late game if things are bogging, but no sooner than 1750AD for that.

Our available ground units are going to be:

1-1-1 Warrior
1-2-1 Spearman
3-3-1 Legionary (Iron)
1-3-1 Pikeman (Iron)
4-2-1 MedInf (Iron)
4-1-1 Longbow
2-4-1 Muskrat (Saltpeter)
0-0-2 Explorer
4-6-1 Rifleman
6-6-1 Guerilla
6-10-1 Infantry (Rubber)
8-6-1 Marines (Rubber)
6-8-1 Paratroopers (Rubber)

We also have access to all artillery, naval and air units.

Units not available include: Chariots, Horsemen, Knights, Cavalry, Tanks, MechInf, and Modern Armor.

Always War, the government of choice is Monarchy: cash rush available, no despotism penalty, no weariness. We also have to do our own research, except for a few trade possibilities on first contact, immediately before the war declarations. I recommend a strategy of following the AI's up the tech tree, researching most things at a discount, and using the cash surplus for rushjobs and/or saving for deficit research when we do want to be doing research @1st.

What to do with our great leaders is always of concern. This is a large map, meaning higher tech prices for everyone and lower corruption, requiring more cities and a larger core to keep up in the tech race. We'll have to see how much jungle we have on hand and who our neighbors are and what the land and tactical situation looks like before we can make long term plans. The value of the Great Library will be very very high, increased in value because of the map size. The Pyramids will depend on our continental size, but may be more urgent (and depending on how soon our first leader pops). Of course, a legionary army would be a force to be reckoned with, so we'll have to play it by ear. The Great Wall and Great Lighthouse may be of added importance, too, or maybe not, depending on the situation. I should hope that by the time we reach the middle ages, the leader spigot opens and we have our pick of most wonders, but we'll see. My last always war, I got a leader in 2000BC and did not see another for almost 3000 years. :eek: So whatever else may be uncertain, this much is certain: our plans will not survive contact with the enemy. :lol:


- Sirian
 
I settle where we started. No sense moving onto the cow or away from the fresh water, and no sense wandering aimlessly in the vague hope of, erm, less-green pastures. Besides, all these mountains and jungle tiles will be a Very Good Thing(TM) in the distant future.

First order of business is to pick a research path. My usual plan for non-expansionist civs is to research pottery at max rate so a granary can be built quickly. That won't work well in this case. We, um, have exactly one good tile. ONE. The lake is the only other tile with two food, until we clear some of this jungle. There is one spice on hand. That will be the first tile to clear, right after irrigating the cattle. Now... irrigating the cattle means 1 shield there, 1 from the center tile, none from the lake. Um, at size 2 that means 2 spt? This is going to be a hard start. I'll play about forty turns, I think. And as I was saying, no use going for the granary and a high early population for settler pumping, when we don't have the tiles to work. We need more workers, and yet with raging barbarians we can't do farmer's gambit (especially not with mischeivous PTW barbs) so we MUST get more settlers out without waiting on a granary! Then factor in the lack of river trade bonuses and the best bet for research is to run along on minsci from the get-go, then come back and use deficit research later to clean up the cheap techs. Since we are commercial, we start with alphabet, so I set out for writing with one beaker.

Ooh, check out the F11 opponent list! What is this? Sickly orange-yellow-green day? Sheesh! :lol:

inf2-opponents.jpg


OK, there's a goody hut near the capital. I start training a warrior, which at 2spt completes in 3750BC. Off I go to pop the hut! It's only Monarch level, so I figure even worst case, it being on a mountain and all, we'll end up with our first elite warrior!

Egads, out come a bevy of yokels... well, at least we'll get this out of the way quickly. I brace for the attack, then watch in dismay as all the barbarians scatter to the winds, running off in different directions instead of attacking! :eek:

One of them is beelining for Rome and is now standing right next to it... on a mountain! I do NOT want to move our worker and disrupt his work if I can avoid it, and since this one barb is next to both Rome and the worker, I couldn't even move the worker into the empty city. Oh my goodness what a mess this is. Knowing that it's monarch (not Deity -- I'd NEVER pop a hut like that on Deity) I go ahead and attack the offending barb unit. We lose a hp, they lose a hp, we lose another hp, then they are beaten. Whew! Then one of the two other barbs comes back into view and I retreat our wounded heroes into the city.

Using one of two hills in range, instead of using the lake at size 2, I am able to pull 3spt for two rounds and complete our second warriors a turn early, at cost of growing a turn slower, which will provide cover for our battered unit and also protect our now-finished cattle. I move our worker onto the spices. Here you see the results after the diciest opening eight turns I have ever played.

inf2-3600bc.jpg


With the situation now, um, half-reasonably secure, I train a second worker, wait for our wounded unit to heal, then set out to eliminate the other two pests. This is achieved quickly, seeing one of our units promote to vet status.

inf2-3450bc.jpg


Hmm, that's a lot of jungle. That river to the south looks promising, though. Might be some better land down that way. More spices to the east. (I must say, one of the worst things to have happen in Always War is to get shut out of the lux trade. My only attempt at AW on Emperor saw me with only ONE lux until the industrial age, which left my happiness situation hurting all game long). Perhaps we'll have a monopoly on the spices here, which will at least deny any of them to the AI's. We'll see.

I sent our vet warrior (after healing) northward. Our regular I sent westward. Not planning to scout too far (don't want to meet our neighbors just yet) but if there were any neighbors close I wanted to know about it. Also need to survey the land to see where to put our settler. After training a second worker, I start on the settler.

Our northward scout finds coast just a few more tiles to the north. Hmm, that's not good. We have coast on two sides of Rome? This looks like we're on the northwest corner of our home landmass. Our north scout turns east and follows the coast, sure is a lot of jungle out here. Our westward scout reaches the west coast and follows it south. He finds another goody hut, pops it, out come more yokels and these also scatter to the winds. Eek! Rome is undefended, and our settler has no escort! I end up sending the settler north. (Maybe shouldn't have popped the hut, but... if it had been something good... Oh well, too late now). I manage to get all the barbs in the south to attack our warrior down there, but it takes a few rounds. During that time, our north scout has followed the coast on around to an EAST coast and is now following that south. Um... no sign of neighbors yet, we may be alone on this rock.

inf2-2750bc.jpg


That is the third and final barb warrior in the south. He did not attack this turn, but he did the next, clearing the way for the next settler to check out the river. In the mean time, I vow to pop no more huts! Our warriors scout out what turns out to be the rest of our small jungle continent (Epic 20 Deja vu!) and find there is one patch of fertile land in the south along the river, including another cow and some gold deposits. I send our second settler southeast to meet up with our units down there. The veteran heads north, back up toward the other spices. There's a lake in the area, where I believe we ought to found our fourth city. With no AI's around, we need to spread out over our land mass quickly, to prevent barb camps (raging barbs!) from popping up all over and these new more intelligent barbs from killing workers, settlers, or disrupting our jungle-clearing progress.

After training our third settler and sending him out, he spots barbs in the north, two tiles away, from a mountain position. The settler is unescorted, but our vet is on his way, and now I train a third warrior out of Rome. This... is the most odd "always war" game start I've played. We're in always war mode with the freakin barbarians! (What is it about playing Rome that just gives me fits with barbarians?? Anybody remember Epic Four?!) I mean, yeah, I knew I picked raging barbs, but I didn't think we'd pull nothing but barb hostiles out of all the huts we found! Oh well.

I manage to keep our settler away from the wandering barbarian, as our vet kills a second wanderer, then finds and clears the camp.

inf2-1950bc.jpg


Our vet then tracks down that last wandering pest and finishes him off, as our fourth city is founded and pottery almost done researching. (Writing came in at min sci). After pottery, we need to research bronze working and ceremonial burial, then apparently we need mapmaking to get off this rock and find some opponents. (If we don't get into any ancient action, we won't get any ancient leaders, if you know what I mean. And then what?? Sheesh).

With barbs raging all over, unescorted settlers hurring to spread out and reduce barb activity (and make something decent out of our pathetic start position) I went ahead and played fifty turns. That's the same amount I played to start the last Infantry game, so I guess everything is on track.

Perhaps it was a blessing in disguise that popping that second hut turned out hostiles, causing me to send our first new settler north. He ended up in a good spot on the coast with whales in range, plus has already trained two workers and is churning out more. (We need at least four packs of three workers each clearing these jungles in our core), as the delay on the south city let me scout the area first, thus allowing me to pick the ideal spot for Antium, instead of stumbling into the fog and settling a poor location just to protect the settler.

I took time to plot and draw up a dotmap. This was a tough exercise, as the lands did not lend to easy planning. I came up with a scheme to maximize use of our coast. With no fast units, poor starting lands, and a large map, um, this game is likely to last into the modern age, which will mean putting those new commercial docks into use, and perhaps even benefitting from offshore platforms. We may have to make the most of this rock to win.

inf2-dotmap.jpg


In my scouting pattern, I assumed that was all coast north of Rome, but I see now there's a chance it may not be. The tile directly north of the gray dot could be a choke point leading to more land. Next player or two needs to get a unit up there to find out (don't use a worker, so wait until we have a unit to spare).

Assuming for the moment that we are alone on a small continent (this thing isn't big enough for an FP, not on a large map) then we have some planning to do. If we are alone, I think we should spread out with max settlers asap, and high worker count, run a bit of a farmer situation until we have our core on the move.

I am training a regular archer at Antium. There are two possibilities with the barbarians: 1) They will NOT have camps appear within two tiles of visible borders, meaning the only spot left on the map where a camp might pop up is the light blue dot. 2) They can have their camps appear within two tiles of visible borders, meaning they have many spots left where they could appear. Now I tend to think it's the former, which means a camp WILL pop up on light blue dot and soon (could even be there already), and we'll have to deal with it. But as soon as we settle red dot or light blue dot, then that would end the threat of barbs appearing anywhere on our homeland, IF case 1 is correct. In any event, Antium is the most exposed city, so use it for any immediate military needs while Rome finishes its granary and starts churning settlers.

Now here's a concept about escorting settlers. The only threat at the moment is barbs, so have the escorts out in front of the settlers. In these jungles, no barb horsies could run around and nab a settler by surprise. Remember that camps cannot pop up in revealed lands, and will not pop up in any lands being watched by military units. So even if Case 2 is the situation, we can end the barb threat with some more settlements, plus garrison units in unsettled areas to keep watch. (Don't waste our workers on outposts in our homeland!) DO NOT let settlers get ambushed, but manage that in a way that is also not timid about delaying the growth curve to be overly protective. Our Cumae settler was almost pestered by wandering barbs, but I had a unit in the general area who took care of it, for example. Also, we do NOT want to let any towns get raided, as we would lose huge amounts of gold at this point, so do be cautious about protecting our towns until the barb menace is contained.

Until we get more jungles cleared, we want to prioritize sites that will have at least one two-food tile on hand, to train their own workers every ten turns. This means pink dot in the north is a high priority, with that fish, and the ability to combine workers with Cumae to clear out all the spices. Light blue dot also has a fish, and may be the TOP priority, especially if Case 1 is correct about the barbs, as that would end the barb threat. Red, green and white dots should be last, as those have only single-food tiles in range. Gray dot may also be in that category, but we don't know.

Our isolation, lack of early battle, and nasty terrain could all be handicaps and detriments, but we ought to be able to make some lemon juice here. There are some advantages, too, like the need for AI's to have mapmaking before they can even threaten us at all, plus their inability to "send their whole force" at us. They will only be able to send trickles at first. That gives us a window of opportunity to run light on military -- heh, in an always war game! My decision to run minsci from the outset has us in a decent position. I suggest we research bronze and ceremonial at max sci, then mapmaking at min sci, then iron working at max. We may want to self-build the Lighthouse, possibly at Veii once it has a temple (to pull in those whales). Normally, researching the wheel would be an urgent priority, but not in this case. (We can't use the horses!) Once we get a little further along, we can revisit the research plan. In the mean time, priorities include containing the barbarians, training workers, and training settlers.

Has there ever been an always war game played with NO opponents on the starting landmass?? I don't recall seeing one. Our leader situation in the early game may be... desperate. We will just have to make the best of it. :)


Inf2 - 1750BC

ROSTER:

Sirian
Falsfire <<< UP NOW
Griselda << On Deck
Hotrod

Good luck!


- Sirian
 
What a nice piece of rock you have :lol:. I realize that making early contacts is not the priority in AW but how will having to wait until Maps to get first contact and then have to use Galleys to shuttle your troops around affect your plans? I would be interested Sirian but expected your roster to fill with more experienced players first. With a bit of guidance perhaps I could help.

Do you still want to go with a fourth?

Hotrod
 
If you need another player, let me know. I missed this thread on Friday apparently (if it was posted after 4 PM on weekdays I miss them till the next working day) or else I would have volunteered then.

Infantry only can be a tad dull, but the added component of having to move forces via naval with the added war issue makes this game very interesting. :)

(Forgot to add)

I am surprised at the Monarch difficulty rating but I guess Emperor+ is a tad too stressful with infantry only combined with always war? (Namely that the AI has too many extra units to start with.)
 
Good luck guys!!

Hotrod, I dare say some of the experienced are staying away because of the difficulty level, and any Monarch diff players should be jumping at this -- it should be quite a good game!
I expect to be in AW and/or warmongering games shortly after the holidays or would probably be in too. (Looking at the first turn though, this is NOT your avg AW game :P )

Regarding the FP - you can make one after 12 cities, so you do have the 'option' - I guess Sirian meant it's not a good option as no room for two rings. With an AW game you can expect at some point, maybe not til much later, having a second whole core on another continent. Hopefully one with a river ;P

I haven't seen an AW with solo on island - you will have the benefit of having a FAR easier time defending your core and expanding in peace, but a really tough/fun time invading another continent - you'll need to literally fill ship after ship with troops and land en masse with enough force to take and hold one or more cities and defend against all attacks from all civs on that continent.

At least you can trade on the turn of contact before making war - it would be extra ugly to have that restriction here! With an alphabet-writing start especially, I would be VERY prone to go for the Great Library. On this difficulty you're a very good bet for it.

Charis

PS Yes, it was quite ironic that good old Rome drew massive barbs just again, as in Epics and other Rome games :lol:

PPS Ran across this in a quiet time this morning, it seems rather applicable to Civ 3 in general and this game in particular!

Woe to the city of blood, full of lies,
full of plunder, never without victims!
The crack of whips, the clatter of wheels,
galloping horses and jolting chariots!
Charging cavalry, flashing swords
and glittering spears!
Many casualties, piles of dead,
bodies without number,
people stumbling over the corpses-
Nahum 3:1-3
 
Hotrod, welcome aboard. I hope you understand what we're in for here! :)

Ozy, sorry you missed the thread. I let it sit around for a few days, but I may have missed you by mere minutes on Friday. We have a full team now, but I'll keep you in mind if we should need an alternate.


I dare say some of the experienced are staying away because of the difficulty level - Charis

Then I dare say they overestimate their understanding of what makes for difficult game play in Civ3. :) Always War by itself is worth a level and a half of added difficulty. I expect this game to be harder to play out and take more grit than RBE1. How much harder, I don't yet know. Just playing a STANDARD Always War game on Emperor was more than I could handle. That Urug has made a go of it on Deity is because of his civ choice and tailoring the situation wholly to his advantage, in addition to his talent. The talent alone would not be enough in a typical situation.

Have you played any Always War yet, Charis? I don't get the sense that you have. It's a dragon of another color.

Monarch diff players should be jumping at this

If they are ready for Deity level challenge, sure!

Hotrod may not be ready, but I know he has the energy to give it his best. For that matter, Gris probably isn't ready either! :) But what the hey. Fortune favors the bold. :lol:

Defending an island is not as easy as it may appear, not under unrelenting pressure. The very first Always War game saw us torn up time and again by seaborne invaders until we started taking them more seriously. The land invaders beeline for your cities or resource tiles, they are at least somewhat predictable, tending to target the weakest points in your empire. Seaborne invaders do tend to land in the same spots over and over, but they are also known to prowl around and bide their time until the AI sees a true opening. This situation is going to be different, because the AI's will have to go by sea to come at us, and while we still have only roads, we're going to have a lot of exposed coastline and coastal cities. That will only make success on other landmasses that much harder. Sure our core might be safe, but a key mistake here or there might wipe out whole centuries of gains away from the core. Since this situation hasn't been done before, it could pull surprises on all of us, including me. How much different it will be, we'll have to wait and see. Once we get to rails, defending the homeland should be easy enough, but that's true in any game of Always War, once you get to rails. I just hope we're only one transport length away from other continents.

-- it should be quite a good game!

I hope so! :D

I expect to be in AW and/or warmongering games shortly after the holidays or would probably be in too.

The ship has sailed a little early. You chose to pass, so Gris and I will be sure to send you some postcards. :king: :queen: :hammer:


As for Falsfire's comments about pillage-n-park, that ship too has already sailed. We're going to have do this one the hard way. :shotgun:


- Sirian
 
True AW is a breed of a different color. My victory in Epic 14 was a 20K cultural victory, very much aided by the hops and a great number of leaders. It is the idea of conquest, not necessarily the infantry variant that got my interest, and the chance to play along with Sirian ;) again.

Hotrod
 
Looks like I missed out! Oh well, I'll probably play shadow (no spoilers this time) because the game looks so interesting.

One question about the FP... Would it be better to build the "red-dot" and found the FP there to later move the Palace onto another continent via a leader or build the FP later? The main reason I ask is that I don't think the palace city can flip while a FP city CAN flip due to culture, and once the home-island is defended well I doubt there would be much chance of losing a city to culture (assuming all the city spots are settled by the human players.)

Of course this question stems mainly on the assumption that the grey dot area is more coastline and not a link to another land mass.

Just thought I'd ask. There is probably a reason why this is a bad idea, but if I didn't ask it would gnaw at me. :)
 
I had a successful AW game on Emperor, playing on a 20% land 'pelago...as Rome. I did NOT have a completely barren island, but I shared it with England, who died rather early.

I was a bit fortunate in having a narrow front on the next island over for a LONG time, but I did have difficulties with landing parties (a couple times) on my home continent. My biggest difficulty was keeping up in tech, because I lost both GL races early and found out how well legionaries do versus muskets (for a little while).

Mid-game, I didn't have many military fears....there was one minor island (2-3 cities worth) I kept gaining and losing and gaining, but I feared a launch or a 20,000 cultural loss, as the Americans had built Pyramids, Oracle, Great Library, Sistine, Leo's, Bach's, and Newton's in their capital (the only really GOOD starting location in the game)....and I couldn't reach them FOREVER because of my tech pace.

I picked up a few new strats in that game (which I did eventually win). My first, failed, landing on America's shores was an even dozen caravels filled with knights and muskets (36 troops). I took zero cities with that force. It took 15 galleons (60 troops) with regular reinforcements to finally make any headway.

Good luck to all participants in this.

Arathorn
 
My Emperor AW game was Pangaea. I met a neighbor's scout in 3700BC and barely survived the rush of their starting units (me with warriors). I got the Pyramids very early but met another scout before 3000BC and then had to fight off a second wave of starting units in the 2000 millenium, followed by a wave of swordsmen that, um, never let up, as well as a slower stream of warriors from the first civ. I met two more civs by 2000BC and had to fend off four AI's from a very early point. I considered myself lucky to have five cities and a defined front by 1000BC.

I missed the great library, but one of my two closest neighbors got it, and I poured EVERYTHING I HAD into taking it, eventually, and failed by one hp on the last unit. I reloaded several times just to see, and all of the reloads captured the city, so I got really unlucky with the way the seeds fell the first time, apparently, but thems the breaks when you bring "just enough" units to get the job done. That was all I had, though, and running out of time before they went obsolete. I continued from one of the reloads, turning the game into a shadow, as I was so far behind in tech without the library capture that I would have lost. The pressure was bad enough already, but the rest of the civs found me at about the same time shortly after that and I made no gains at all for the next 1000 years, other than internal gains in improving my lands and cities. I finally got horses, and my golden age, just after 750AD.

Hmm. I might as well upload a few pics and show them off. At this point, I can't see myself going back to finish it.


- Sirian
 
got it, will play shortly (just have to dash out to an appointment then i'm back home to play it)
 
Here's a shot of my first great leader. Note the date!

aw1-leader1.jpg


My second leader came after I researched Iron Working, giving me a chance to form a sword army.

aw1-leader2.jpg


My third leader was used to rush the Epic in Tsingtao. Note that I am about to found my sixth and seventh cities, one to the north with a settler pair, the other to the east, unescorted and almost in position. My fourth leader would be used to rush the FP in Tsingtao, but that wouldn't come until early AD.

aw1-leader3.jpg


I would have used my fourth leader on a great wonder, but they were all gone by that time! (And I didn't have the tech for the great library when my third leader popped, or I would have delayed the Epic). My fifth leader was used on a second sword army, which anchored my all-out assault to capture the great library. Here you see that fifth leader emerging, with the attack against Moscow to follow as soon as I could gather my units and send them up there. My other sword army was needed for fending off the endless onslaught from the west.

aw1-leader5.jpg


With muskets and longbows, I was able to make some modest gains vs my weak neighbors in the immediate wake of the great library capture, but it still took me forty turns to advance two city lengths to reach the closest horses. Then, finally...

aw1-golden-start.jpg


I caught up in tech enough from this boost to start nabbing a couple of wonders: Bach, Magellan, Smith. I lost Newton to Germany by two turns and never did catch Germany in tech, though I passed all the others. Here's my 41st great leader in 1750AD, me still lacking replaceable parts but now only eight turns away. From there, I should have a winning position, but I got caught up in various Epics and RBE games and never did finish. Still a LONG way to go, too, with 200 turns left in the game and me just barely inching forward. I also reloaded a couple of other times after making significant tactical mistakes, so this was a true shadow game, which proved beyond my ability to win on the first try.

aw1-leader41.jpg



But... if Charis wants to think that folks are shying away because my setup here has the difficulty TOO LOW... :eek: :lol:

The biggest problem with Emperor AW was the AI tech pace. I couldn't get any wonders after the Pyramids because the AI's finished building them from scratch even before I learned the techs. Even leaders sitting around waiting don't help you in that case.


- Sirian
 
I don't think it's the difficulty level that's scaring folks away so much as the very busy season at this time of year. I wasn't even able to play the first 20 turns of my OWN game, RBP4, until today - and I had the game fully set up almost a week ago! Everyone is busy seeing friends and family, rushing out to get last minute gifts (or in my case, just starting Christmas shopping :satan: ) and so on. I certainly wouldn't take it as any knock on this game, which looks very interesting, or the Always War concept itself.

And as for anyone who thinks that Monarch difficulty is too "low" for Always War... :smoke: I encourage you to read the thread for LOTR1 where some of the best players here were pushed to their limit trying to defend a large front against 5 Monarch AI opponents. Or better yet, try your hand at Emperor Always War yourself and see how it goes. :p
 
That'd be LotR2 (LotR1 was deity) and can be found at

http://forums.civfanatics.com/showthread.php?s=&threadid=19001&highlight=Zealous

Still probably the game that's kept me on the edge of my seat the longest.

And, I basically gave up hope of getting wonders in my emperor AW game. I finally caught up partway through the Industrial Age, but it was brutal. Maybe not "starting on your own island and no fast units" brutal but brutal enough.

Arathorn
 
Sulla, you're right about the holidays. That's why I arranged for the RBCiv tourney to take a hiatus. I didn't mean to emphasize the "why they aren't joining" aspect of Charis's comment. I don't even think he meant to emphasize that, either. We were just commenting on our separate evaluations of the challenge level. I wonder if he thought I was sandbagging here? :) I'm happy to have a full roster, considering the feast of games that started recently. I just have this thing for pulling Charis's chain after he has ignored the cows and irrigated the desert. :mischief: Those moments are rare and must be savored while in season, as he will quickly find his footing the moment he starts gaining experience in any given area. :hammer:

- Sirian
 
Note 1 to self - Beware if you put your foot in your mouth around here, it might get lodged rather deeply [punch]

Note 2 to self - Don't reply in a Sirian thread with a msg where you type faster than you think. :crazyeye:

Actually I was *not* making any real comments on the difficulty of Always War games, on this or any other setting - and grasped for straws simply at the game diff. All I was trying to do was write an encouraging short note, to both Sirian and hotrod, and I came across all wrong. Sorry :( I was sad to see the game find few responses, and moreso, the sad face by Sirian.

I've only tried AW once, on emperor, and got slaughtered early on. That was a long time ago and I'm trying again now, but with a recipe so piquant I think I'll end up hurling before the soup is done. If by some chance it turns out interesting I'll post it.

Good luck here, it should be quite a challening game,
Charis
 
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