hotrod0823
Deity
Current Roster:
Hotrod
Kylearan
6thGenTexan
???
???
Looking for 2 more players!
The Fall of Rome Scenario - The Franks Team.
Please see the RBC - Discussion Thread for further details on the Scenario and Play options availble.
The Militaristic and Industrious FRANKs. We start with Barbarism, Pottery, WC and Iron working.
To go with our 1 city we have 7 "Migrant" (2 movement settlers at various spots on the map)
9 raiders AKA warriors and 3 workers.
Algo-Saxons are nearby and the Local Romans look fierce with Legionary and not to mention we are down Masonry, Alphabet, Sailing, HBR, and Poly.
Here is a picture of our starting lands with a few ideas:
Food bonuses are plentiful as are luxuries but I also think our Anglo-Saxon Neighbors are going to be too close for comfort to our NE and the "Friendly" Western Romans are going to be a strong foe to our SE.
From first glance it appears we have a nice parcel of land to settle but we may want to be a bit more selective and that is why I posted my first crack at the initial lay of the land BEFORE playing any turns.
The food bonuses and the river IMO are key for city placement. We may want to push into the Romans and try to claim the iron but I think that may be pushing it and will require an immediate military presence in the area. Other ideas are shown above and are mostly moves to get the most out of the land, ie bonuses and minimal overlap. Open to ideas before I play so think about it and lets discuss. I think in these particular scenarios opening moves are all the more critical.
Also, I think our focus has to be on the Barbarian techs branch. Our only strength is the power of our barabarian units. The sooner we get some real offensive force the sooner we can claim a few Roman lands as our own. Our cheap baracks should help in that endever. There is also a very nice "Barbarian" wonder that should be a priority and we probably want to start thinking about it sooner than later.
Hotrod
Hotrod
Kylearan
6thGenTexan
???
???
Looking for 2 more players!
The Fall of Rome Scenario - The Franks Team.
Please see the RBC - Discussion Thread for further details on the Scenario and Play options availble.
The Militaristic and Industrious FRANKs. We start with Barbarism, Pottery, WC and Iron working.
To go with our 1 city we have 7 "Migrant" (2 movement settlers at various spots on the map)
9 raiders AKA warriors and 3 workers.
Algo-Saxons are nearby and the Local Romans look fierce with Legionary and not to mention we are down Masonry, Alphabet, Sailing, HBR, and Poly.
Here is a picture of our starting lands with a few ideas:
Food bonuses are plentiful as are luxuries but I also think our Anglo-Saxon Neighbors are going to be too close for comfort to our NE and the "Friendly" Western Romans are going to be a strong foe to our SE.
From first glance it appears we have a nice parcel of land to settle but we may want to be a bit more selective and that is why I posted my first crack at the initial lay of the land BEFORE playing any turns.
The food bonuses and the river IMO are key for city placement. We may want to push into the Romans and try to claim the iron but I think that may be pushing it and will require an immediate military presence in the area. Other ideas are shown above and are mostly moves to get the most out of the land, ie bonuses and minimal overlap. Open to ideas before I play so think about it and lets discuss. I think in these particular scenarios opening moves are all the more critical.
Also, I think our focus has to be on the Barbarian techs branch. Our only strength is the power of our barabarian units. The sooner we get some real offensive force the sooner we can claim a few Roman lands as our own. Our cheap baracks should help in that endever. There is also a very nice "Barbarian" wonder that should be a priority and we probably want to start thinking about it sooner than later.
Hotrod





They have the other 3 known techs so they have not traded it yet. I'll see what we can get for it next turn. Dispargum gets a scientist at size 5. I switch the spear to a migrant due next turn. The 2 defense is the same as a Marauder. It is due next turn @+5. WM and 19g gets us the contact with the Ostrogoths. They have Marauding only on us. They will trade it. I give them 12g to finish our research to see what we can trade for it. The Vandals give us HBR and 16 for it. Naturally there are no horses in France.
Give the HBR to the Ostrogoths for their 65g. The Celts get HBR for Masonry. Take all of the A-S 78g for Masonry. Sell our WM to WRome for 10g. This give us enough to buy Alphabet from ERome for contact w/Ostrogoths, WM and 169g. That did not work out well. Everyone thinks sailing is worth more than Alphabet.
I give Alphabet the the Visigoths for a worker and 36g. Pick up a worker and 13g from the Vandals. Alphabet to the Celts with 42g for Sailing. I'll be bouncing between 80% and 90% for Pillaging in 14-17 turns with a scientist this turn. Looking back 5 techs and 2 slaves doesn't look to bad for about 20g. The slaves are heading to the iron, wine and furs.