AG2 - Democracy rules the world

Aggie

Deity
Joined
Jan 11, 2002
Messages
6,278
Location
Amsterdam, Netherlands
In my discussion thread a lot of interest was shown for this variant, so here it is.

Our nation wants to have a world in which the people have a voice. Therefore all nations with non-representative governments (monarchy/feudalism/fascism/communism) are looked down upon and boycotted. We also will intervene when such a nations invades on of our friends (other republics/democracy.

VARIANT RULES:
– We have to follow the government path despotism -> republic -> democracy with all due haste.
-When switched to a democracy we have to get trade embargoes with the republic and democratic civs vs civs with a non-representative government (fascism, communism, monarchy, feudalism)
-When a fascist, communist, monarch or feudalist civ declares war on a republic or democracy, we have to support the republic/democracy and get a MA vs the evil empire. We may make peace when the attacked civ makes peace.
-No razing or starving of cities, except for autoraze. In general citizens should be treated well during republic and democracy. Same goes for slaves. Slaves are returned to the original civ when they are back to a representative government. In the meanwhile they may NOT be used to work our lands.
-Trade embargoes, MA's and peace treaties have to wait for 20-turns deals to end. We don't want to ruin our rep!
-We are allowed to switch to republic when war weariness is worse than 50%. But we have to return to a democracy when war weariness ends/isn't a big issue anymore.
-Level is deity
-Goal is Domination or Space.
-Civilization: America
-Exploits: the RBCiv exploit list is very clear and complete, so I like to stick to those. We don't need to be honourable though.

List of exploits and rules RBCiv

PS. worker blockade to prevent units form landing doesn't work anymore. Workers will be captured by non-amphibious units as well.

GAME RULES:
Standard/unmodified. Standard map, 40% land, pangaea.
AI Aggression: normal
Opponents: not random
Rules: Standard, all standard single player victories enabled. But only Space or Domination count as a win.
Barbarians: Roaming
Level: Deity
Version: 1.15

ROSTER:
-Stapel
-CarlosMM
-Jack Merchant
-Aggie
-Melifluous
-Stuck_as_A_Mac

Roster is full.

Stapel will start with 25 turns. Next up can take 15/20 turns, and the next leader 10-15, then 10 each turn after that.

24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns.

I like to discuss a dotmap after Stapel's turns!, so next up please wait for that.
 
Turn 1;4000 BC; move worker to bonus grass to the south, move scout two tiles north. Settle right away. Silks in 20, hut in 20.
Max research towards CB (20 turns). Make a scout.
Turn 2; 3950 BC; Discover a settler factory spot to the north.
Turn 3; 3900 BC; :sleep:
Turn 4; 3850 BC; :sleep:
Turn 5; 3800 BC; :sleep:
Turn 6; 3750 BC; :sleep:
Turn 7; 3700 BC; :sleep:
Turn 8; 3650 BC; :sleep:
Turn 9; 3600 BC; :sleep:
Turn 10; 3550 BC; Meet the English. They have alpha and CB. We will have CB in 6. I will try to buy alpha then, and head for writing (or pop it). They won’t sell now. We have masonry for the, but that doesn’t help.
Turn 11; 3500 BC Culture pops a hut with maps…….. Englsih have Warrior Code. We trade masonry for WC and gain 3 gold :D . Lux to 10.
Turn 12; 3450 BC;
Turn 13; 3400 BC; :sleep:
Turn 14; 3350 BC; We pop bronze working. Lizzy, appearently has it too….
Turn 15; 3300 BC; pop 25 gold. We have CB, go for the 50 turn wheel.
Turn 16; 3250 BC; We have 5 scouts now. A warrior is ordered. We pop a warrior.
Turn 17; 3200 BC; pop a warrior.
Turn 18; 3150 BC; settler production. We meet the Babs. They have alpha, but no trade possible.
Turn 19; 3100 BC; We pop alphabet. We pop known maps.
Turn 20; 3050 BC; Babs have wheel and mysticism. Won’t trade :( .
Turn 21; 3000 BC;
Turn 22; 2950 BC;
Turn 23; 2900 BC; Pop another warrior.
Turn 24; 2850 BC; Pop 25 gold.
Turn 25; 2800 BC; Pop another load of crap! Settler Factory founded! Still no trade babs have irin working!
2800BC save
 
Tentative dotmap fot the closest cities.

AG2_dotmap.jpg
.

Red, yellow and dark blue should probably be first since we can always backfill later (note blue is on a BG tile, but that won't matter over size 7 and it's the best available spot). Yellow grabs furs and fresh water, and can become a quite productive harbor city with some chopping. Light blue is founded on the tobacco tile, but grabs both fish and minimizes tiles wastage (we might be able to squeeze in two cities to the South of Washington, but overlap would be major). After closer inspection, it seems pink is better off 1 tile NW (it will still be on a river). Light green could maybe go 1 NE depending on the exact terrain there.

I also think the shields from the silks forest are better invested in a granary than a barracks - it'll be another two millenia or so before we go to war and we might squeeze a settler or two out of Washington that way too.
 
BTW, it seems the worker is actually roading the silks forest - chopping it first would have made a bit more sense to me really since we won't need the silks until both Washington and Factory both reach size 3.
 
Originally posted by jack merchant
BTW, it seems the worker is actually roading the silks forest - chopping it first would have made a bit more sense to me really since we won't need the silks until both Washington and Factory both reach size 3.

Correct.

Otoh, your blue dot sucks ;) .
 
IHT: Swap Washington to Granary. Since it'll take a while to finish anyway, I am going to let the worker complete the silks road first as two turns were already invested. I'm a bit confused by the research choice but I'll leave it be for now.

2750 BC (1) Scouts moving.
2710 BC (2) Worker completes silks road, starts to chop. Disband one conscript that wasn't adding anything to our scouting ability to save on unit support.
2670 BC (3) Norther scout reveals two whales in the fog. We'll have to reconsider green dot.
2630 BC (4) English start the Pyramids,I disband another scout closest to our capital with the neighbourhood already explored.
2590 BC (5) We meet the Russians, who have Wheel, IW and Myst over us. Chop completes, worker now goes to help out Settler Factory.
2550 BC (6) We get 25 gold from a hut :(. With 118 gold in the kitty, I decide to bump research to 80% so we can buy up the remaining beakers on the Wheel sooner.
2510 BC (7) ...
2470 BC (8) ......
2430 BC (9) We meet the French, who are similarly up all known techs to us.
2390 BC (10) Our Easternmost scout locates a hut. The Wheel is now available for 90 gold from the French, or in 6 turns from our own research. On the off chance the hut gives us a tech, I'd recommend buying the Wheel and setting our research to Mysticism so we at least get a useful/tradeable tech from it (then again, we might just get maps :D ).

the save
 
@Jack: Stapel researched the cheapest techs because we are expansionists. The goody huts will pop the cheapest ones first.

I like the idea of buying the wheel and setting reseach on mysticism.

ROSTER:
-Stapel
-Jack Merchant
-CarlosMM -------> up
-Aggie ------------> on deck
-Melifluous
-open
 
I know (hence the suggestion to buy up Wheel and switch to another cheap tech). Only thing is I didn't think min sci was the way to go. OTOH, it did give us the money to buy it now so it's all good :).
 
Originally posted by jack merchant
I know (hence the suggestion to buy up Wheel and switch to another cheap tech). Only thing is I didn't think min sci was the way to go. OTOH, it did give us the money to buy it now so it's all good :).

To be honest, I only switched to 50 turn after 1 turn, as I saw that max research was costing a lot, but hardly doing anything good to research speed.

In general, buying a tech is cheaper than the money you loose when spending all on research.
 
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