Next Turn: 525bc. Vikings!!!

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Jayne

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:queen:

650bc - Tax rate 30.0.70

RC diplomat heads for Dellham. TF starts settler. RC starts library. Civvium starts diplomat.

Settlers from Reneaux build Octavia's Point and start build a defence out of doughnuts! (And a phalanx!)

Dellham production changed to archer, and the phalanx sent to escort settlers to Ainwood's Iron City.

Mordhiemia changes production to phalanx (IPRB $19) and current phalanx guard leaves for Octavia's Point. Elvis plays for one night only!

Spies report that Vikings have nearly finished the Great Lighthouse.

Suddenly from the plains to the north of Dellham appears a Viking Horseman!!! :eek: He is very icy looking and scares the **** out of the poor Dellham settler who he intimidated. The horseman demanded tribute of $100. Fearing their lives as they were undefended, they paid the Viking. A peace treaty was signed and the attitude of the Vikings changed to just plain unco-operative!!

625bc - Little Nemo settler founds Gabba Gabba and starts a phalanx. Castle Jayne builds a phalanx and starts a settler until an alternative unit is decided upon. The legion in Reneaux is returned to Dellham in case of Viking attack. Mordhiemia completes it's phalanx and starts a settler.

Trondhiem builds the Lighthouse.
Vikings change from Lighthouse to Oracle.

Viking horseman disappears into the hills.

600bc -


Currency discovered, and trade started.

575bc - Nothing to report.

550bc - Dellham settler arrives at Iron City site. Elvis plays in Reneaux. Little Nemo builds settler and starts NOTHING.



*Queen Jayne calls everyone to a meeting in the safety of her Presidential Palace. 'Apart from the usual build queues and town building we have a new item on our agenda. What do we do about the Vikings. They may already have settler on our island. Should we try and find them? Should we re-explore our lands to the north? I move again Tuesday pm.'*

:queen:
 
KILL KILL KILL!!!! GRRRRRRR!!! DOWN WITH FORIEGN INVADERS!!!!

:rocket2: :soldier: :shotgun: :tank:

:die: :ar15:

Let's despatch a few units to the north to see if they have settled anywhere, at least two units so we can take any cities we find, then press on to map making and hunt them down in thier homeland.

Admiral-General-Air Marshall Mordhiem finally has something to do! :D
 
Oh, and where's the file?

I want to have a look around and see which units we can release for viking killing duties. :evil:
 
Yeah, where's the file (I made the same mistake once....)
Although I don't like paying any opponents to maintain peace I think it was a good thing to do here as it saved the settler. Now I think the Vikings need to be punished for their behaviour!
My idea is to send a diplo and some offensive units to the north to bribe some cities they may have founded there and to kill some units we won't need.
It would be nice to bribe some good offensive units and settlers but warriors should be killed. If we can buy a nice city I would be happy. The cities that are there are on our continent and shouldn't be too expensive and give us some units too!
Anyway, when we have the saved file we can see what we can do!
 
Er, I didn't have time to analyze the city status tonight anyway. We may have an available Dellham Archer, there was a Dellham Legion in Reneaux (maybe Home at Reneaux and march West), and the Diplomat coming north. Lets keep the low tax rate, though -- not loose our heads, keep Max Science.
 
:mad: We shall not stand by idly while cut-throats and thieves terrorize our civilians! To arms!

"He who strikes first need strike only once, if he strikes hard enough."
 
To arms, Fanatica! To arms!

Let us destroy these barbarious peoples whom call themselves Vikings!

Right now, we need to seek and destroy any Viking settlements and units that are on our island.
 
We paid tribute to the AI? :eek: Oh the humainty... Never have I seen such a horror before.

I definately would not have paid them 100 gold for the settler. Worst case for not paying them; they attack, kill the settler and have an injured horseman, we use the 100 gold to rush build a brand new settler and we are the same, they have an injured horseman. Better case for not paying; they attack; settler defeats horseman. Remember, settlers have 2 HP and can sometimes hold their own against horsemen.

Worst case; we pay, they get our 100 gold, have a healthy horseman and have the opportunity to attack us again if they so choose.
 
I might have paid since we had the money but it would have depended on the terrain. From now on we are going to need escorts for all settlers...
 
Filler Settlers in our interior will not need escorts (G2NE, Gabba Gabba). The others all do, effective this turn (but not soon enough for Our Queen). A picket of shifting Dips can take of security, once our military has eradicated this scourge. Perhaps our $Dip will buy them!

Let's remain calm. We have no map, but we know trade is just around the corner, and we are building Archers. We can see our first glorious Archer. We need to begin building Caravans. How about a policy, sort of, "No More Phalanx".
 
Since we have no download to study details, let's talk generalities. The MD Settler will shortly found G2NE, named Neuma. Its current plan is NW NW, Road on GLS (for Mordhiemia), then NW N NW and found G2NE adjacent to 3 Forest. G2NE to build an Archer!

Little Nemo is building another Settler. That Settler will finish the Road (on GLS) to Regia Civitas, then let's found Filler F4 on the Forest, 3 NW of RC? LN to start ANOTHER Settler. Gabba Gabba to build a Caravan?

Civvium to complete Archer, build Temple, then build a Trireme to scout Our Sea? It would be prudent to drop a Dip on that island, then continue up the Coast to RC and Marl Downs.
 
Here's some more information about the Viking movements. The Dark Blue line represents the Viking movements, brown = settler, light blue = phalanx.

The Viking appeared from the north, one square north of where settler had finished the road. It didn't move again that turn. On the next turn it moved west into hills and disappeared, so I carried on playing. As the settler moved towards Iron City, it appeared briefly and disappeared again, obviously exploring the hills. On each turn I checked to see which town the units were nearest, which was alway Dellham (except the settler only is now nearer Castle Jayne). So if they have settled I suspect they are on the peninsula.



Units have been moved to add more defence to Dellham, which at the time was defended only by a chariot. The phalanx will add defense to Iron City so it's not an open invitation to the Vikings.
 
Well, our enemy is surely wily, My Queen. And an fine moment to stop for discussion!

We have 2 cities that could build ANYTHING: Dellham and Little Nemo. Perhaps each another Settler? Dellham is already supporting 2 Military Units (Legion and #1 Archer, will shortly shuck other responsibities to Iron City). Many other questions will surface. Read on.

525BC Status: 410,000 people in 12 Cities. 98 gold, Tax relief 30,00,70% F5 $17 -1, Sci 35 in 6 turns, researching Trade in 2-3 turns. F11 Mfg=40, FS=6.8 ! Citizens, this is a Terrific improvement in Manufacturing. We are AGAIN #1 in Population, Manufacturing, Land Area, Family Size and Productivity. The Vikings are surely quaking in their boots!

650BC Status: 360,000 people in 10 Cities. 137 gold, 40,00,60% F5 $20 -1 =19, Sci 30 in 6 turns, researching Philosophy in about 2 turns. F11 Mfg=33, FS=6.5

Researching TRADE, 2-3 turns, known: Alphabet, Bronze, CBurial, CodeLaws, Currency, Literacy, Monarchy, Mysticism, Philosophy, Pottery, WarriorCode and Writing.

Both our Library of Regia Civitas and our Temple of Elysium have completed 30 Shields.

New Settlers of Reneaux will be done in 6 turns, and very happy, Elvis for 6 turns, fine. Btw, that is our only Entertainer; we are getting the serfs to work. Our Diplomat in Civvium will be completed in 5 turns, growth in about 10 turns to 2Whales. All other units are only partially built. We are building an obsolete Phalanx in Octavia's Point and Gabba Gabba. Suggest changing OP to Archer, GG to Caravan, and sending the Elysium Warrior to Gabba Gabba in 2 turns to function as police. Then GG can build our First Caravan!

Found Iron City, use that name until we finally hear from Ainwood, eh? Retain and support Phx. Build what? Archer? Serfs to work whale, right?

My regular City Details might be posted in a few hours or so...
 
Okay, the legion and chariot currently sleeping in Dellham can be released from marital law duties without causing unrest. This means that Dellham should build a temple to make up for the marital law lost so that further growth doesn't cause any rioting.

However, I would keep the units in Dellham for 2 more turns whilst the diplomat in Castle Jayne travels up the river to rendezvous with them. Then all three can head northwards, the chartiot and diplo accompianing each other with the legion following behind to find some vikings. This mini raiding party wold be able to deal with anything those pesky Vikings can throw at us in this early stage. We have plenty of gold if we want to bvribe any cities, they'll be cheap since they are probably still in Despotism and are far away from their capital, or the chariot and legion could just capture them if preferred.
 
Admiral Mordhiem, sounds like an excellent plan. The Viking leader is a 'Warlord' which indeed suggests they are yet to discover Monarchy.

:queen:
 
Faq: 30,00,70%: F5 $17 -1, Sci 35 * 6 turns

* Regia Civitas: same 15 trade, 5 tax & 10 beakers, 6 shields
    2 guards, size=4 grows in 7 turns, needs Road then.
* Elysium, same 12 trade, 3 corruption, 4 tax & 8 beakers, 5 shields
    3 guards, size=3 grows in 28. Needs Road to grow.
* Dellham, 4 trade (5-1), 1 tax & 3 beakers, 4 shields
    3 guards, size=2 grows in 7, build what?
    General Mord: send Legion, build Temple. Sounds promising. Comments?
* Reneaux, Settlers in 6, shall we max Science or Growth? Serf plan?

* Little Nemo, move serf to new road on NW GLS.

Aonia Cities:

* Regia Civitas: Library (30/80) in 9 (50/6), grows in 7, ok.
* Elysium: 30/40 of Temple in 2 turns, then Library?
    Send Warrior guard to F2? Maybe Viking scout?
* TFalls: 15/40 of Settler in 9, grows in 8, Needs $4 IPRB=20
* Little Nemo: 0/40 of Settler in 13 turns? Recommended.
* Gabba Gabba: 8/20 of Phalanx, recommend Caravan !
* Civvium: 15/30 of Diplomat in 5, Size 1 grows in 10?,
    then Build a Temple

Northern Cities:

* Dellham: 0/40 of Settler? Has Legion, #1 Archer, None Chariot
* Reneaux: working Oasis and River, 3 trade (6-1),
    building 23/40 Settlers w Elvis, then what?
* Mordhiemia: 14/40 Settler in 6, needs Elvis in 2.
* Marl Downs: 18/40 of Settler, IPRB $4, Settler in 7 turns
* Octavia's Point, Phalanx (10/20) in 5, recommend:
    Change to Archer! Home Phx guard
* Castle Jayne, 11/40 of Settlers in 10, grows in 5 needs Elvis & Roads!

Settler ideas:

* Dellham Settler & Phalanx founds Iron City, build what? Archer?
* TFalls Settler, NW Road on Silk, then what?
* Civvium Settler, walk NE to F3 site. Irrigate first?
* MD Settler, take Road, walk NW NW, Road on GLS (for Mordhiemia),
    then NW N NW and found G2NE Neuma adjacent to 3 Forest.
    G2NE to build an Archer?

* Where shall our the CJ Diplomat go? How $much does she need?
* Where shall we apply gold to IPRB? MD $4? TFalls $4?

Anyone know of a 'Deity Detail Riot Factor' thread?
 
I agree on killing them or bribing them. It's probably not large enough to survive an attack from our armies, and if it's placed well and we can afford it we should buy it, as allready mentioned.
 
Obviously this Viking cancer must be eradicated as soon as
possible. Think the escorted Dip to the N is an excellent idea,
and that Jayne is probably correct in thinking the Vs have
a city on the peninsula. If it messes up full use of the Peat
City site up there, we should consider destroying it, and refounding in the proper spot.
 
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