RBP4 - The Roman Menagerie

Be forewarned that this is my first PTW action of any type, so apologies if I screw up something obvious...

Arathorn didn't mention it, but he left us at tech parity before passing off. :goodjob:

Veii, btw, is built on spices; whoever roaded the forest-spices tile was wasting time.

The water up to the northeast, by the wheat, is fresh! Our next settler will beeline there. That's about it for fertile land, though. Between Rome and the coast, there's some grassland but no bonuses of any sort - I guess we should still do one more settler to go there.



Echoings of Sirian: Where are the workers? I built several more out of Antium.

Brennus established embassy with us.

A barb sacked Veii because its hoplite left to escort a settler.

Got Map Making and Horseback Riding two-for-one, and did some map brokering.

Persia built the Pyramids.

Our jag in the south needs to come home to help the barbarian defense, which the cardboard cutouts are barely handling...

We need some massive worker labor projects to connect our iron and to connect road to India to start trading.

Rome is set to +3 food ATM; in two turns (after the bowman completes) it should be set to +4 food for growth a turn sooner.

http://www.civfanatics.net/uploads3/rbp4-menagerie-1200bc.zip

We've now all played one round, except for Sulla who's played two. CC, if you can play now, you could pick it up as we begin/continue a second trip through the roster?
 
There is some confusion at the moment as to who is up next in the rotation. LKendter proposed that Carbon, Arathorn, and T-Hawk play out turns and then return to the original rotation, in which case I am now up and we are back to the starting format. T-Hawk proposed that I be skipped since I've played two turns and everyone else has only played one. I don't have a problem with either suggestion, so in order to clear up any confusion and get the game rolling again I'm going to go with T-Hawk's suggestion so we have an even balance of turns. The current order looks like this:

Sullla
Carbon Copy <<< UP NOW
Arathorn <<< on deck
T-Hawk
LKendter

And we'll use this rotation for the duration from now on, allowing for skips and drops of course. Unless anyone has a problem with it, I'd also like to go back to a 24/48 post and play system now that the holidays are essentially over. From this point therefore, Carbon has 24 hours for the "got it" message and 48 hours to play after that, then we continue through the rotation. I apologize if I'm stepping on anyone's feelings here, but we need some more order or this game will go by the wayside. :)
 
I agree, thanks a lot for clearing it up. I didn't know who was expected to pick this one up.

However, you'll have to be a bit patient with me. I just got my new motherboard from UPS today, and my computer will be going under the knife shortly for a drastic overhaul. If all goes well, I should be able to pick this one up, however I'd rate the chances of having everything going off without a hitch as slim. Regardless, this isn't the only computer in the house with net access, so even if it turns out to be a complete disaster, I should at least be able to log on and let you know.
 
I got it then.

Arathorn

Edit: No, I don't have it. I played right before T-Hawk and it seems a bit silly for me to play again right away. I can certainly do so, but I want to make sure that's the way people want it. Not sure Sullla understood the complete ramifications of that decision, so I'm delaying my "got it" until tomorrow at least. I don't really have the time to play tonight anyway.
 
Even if it does feel (rightly) as though you just played, please take the next turn Arathorn. I am trying to get us back onto a fixed rotation here, and there is bound to be some discomfort until we get there. This game has been all over the place due to the holiday season, so please don't ask me to come up with yet another new schedule for the group. I don't want to sound dictatorial, but at some point in time we have to draw up our turn order and stick to it, or else we fall into the chaotic mess that destroyed succession games like RBD19 Big Brother.

I can understand that you feel leery about taking too many turns in a short period of time. Don't worry about it. Everyone in this game is an experienced SG veteran. I can't see anyone here playing too many turns and "screwing things up" so to speak. If you really don't want to play, we can skip you but then T-Hawk will be up - who took the last 10 turns. Please play the 10 turns so we can finish this awkward trip through the rotation and get back to normal, ok? :)
 
Not quite the uneventful 10 turns I had envisioned.

No new techs for us, although Code of Laws and Mathematics are both out there. As is Literature, but that might be only with the Celts. I can't really check, as Brennus decided we would be easy pickings (and we would be, as we had about 4 military units when I took over). He declared on us in 1125.

Showing the luck of the Irish, he's won two battles where the odds favored us and is now nearing our cities. I think/hope I have troops in place to at least blunt his offense. Rome has a barracks now and should probably be on military duty for a while. Don't neglect the power of the Jag Warrior. At one/turn, they can be exceedingly nasty.

I managed to get rid of a barb camp up NW by the horses. I have our iron city training a settler, with the hope of settling over by the horses, so that we can get that vital resource. The Indians beat us to the punch in the NE, although we could probably settle a pure desert city, if we were to magically get an extra settler and not need every shield for military.

I founded zero cities and built very little but working on military.

Greece won't ally with us for everything we can offer. Or at least he wouldn't in 975 BC.

My best recommendation is to fight a delaying war and keep Brennus (who built the Oracle in 1075) off our lands until we can sign a peace treaty.

It's not a pretty world at http://www.civfanatics.net/uploads3/rbp4-950bc.zip Not pretty at all.

Arathorn
 
I really regretted not getting a chance to play in this variant of the game. If you decide to try it again on a different map, if someone bails from this game, etc., please consider me for a spot on the roster.
 
reagan - You have first call on the roster if someone drops out and we need a replacement. I wouldn't be surprised if this concept comes up again sooner or later either. :)

For everyone else, here's a map of our situation after Arathorn's turn. We have virtually no military, but both ancient age resources nearby and some pretty good terrain to work with. The war with the Celts could be a problem, but fortunately Brennus is the furthest away of our neighbors and the weakest as well. As long as he doesn't ally with one of our neighbors, we are perfectly safe. Good luck T-Hawk.

 
Inherited turn:

Rome, being too large already and having a granary, I think is the better place to build our last settler (to claim those horses) than small granaryless Veii and Cumae. I think we only need one settler; there wouldn't be any point to a pure desert city to the NE (if it's got saltpeter we'll conquer it with berserks), and India's already got a city near there too.

900 BC: Brennus will talk, and peace would cost us 100 gold.

775 BC: Only killed one Celt unit, but the price of peace is now 20 gold. I take it, because (and I have no idea how) an elite Celt bowman just appeared from the NORTH, where we aren't defended.

I played to 750 BC to even up the turn numbers. I got the road up to Cumae done, and we are going to have road connected to India next turn. We also have a galley exploring and another on the way. We acquired no tech on my turn; everyone we know has Mathematics, Code of Laws, and Literature.

It's up to the next leader, but I'd strongly suggest putting a COLONY on the iron near Cumae. It'll take quite a while for Cumae to get a temple built to claim it. Then we could start cranking Immortals right away (swap Rome's temple to one if you do), and go after Greece or maybe India.

http://www.civfanatics.net/uploads3/rbp4-menagerie-750bc.zip
 
Guess it would be - I got totally confused with trying to give Arathorn and T-hawk two turns after the first round was done IMO.


Got it.
 
I didn't have time for this last night. I am flying tonight.

Expect something very late tonight, or maybe tomorrow.
 
:mad: I left my PTW disk at the hotel, so I won’t have access to it again until late Sunday night (playing time doubtful that night). To avoid delaying the game, I will swap places with Sullla. No rush for Sullla to get back, as I will be stretched on Monday with 3 games due. I am glad to pick up some part time work, but I already squeeze 3 billing days in at night (this year :eek: ) which really eat into my gaming time.

Sullla (currently playing)
Lkendter (on deck)
 
(0) 750BC I take a good look at the game when opening it up. We would probably be best off - from the theme of this game and our militaristic civ trait - to gear up for war and attack someone sooner than later. It's a shame we can't upgrade warriors to swords, but that was the decision made for this variant. Why trade for tech that we can beat out of our neighbors, after all? :) In any case, we need iron immediately so I agree with the call for a colony. Veii, with three floodplains in range (producing +4 food/turn), does not need a granary -> changed to barracks, which will complete next turn with no shield wastage. Antium is producing another galley; do we need a second one? I think that having one circle our continent will probably be enough, seeing as how I would guess we are on a continents map and not an archipelago one. I switch Antium to barracks as well, also due next turn. Our other cities are too shield-poor to build anything quickly and can be left along for the moment.

As for diplomacy, everyone is up Mathematics, Code of Laws, and Literacy on us. We will get Mathematics for free in 10 turns, so no trading for that. Neither courthouses or libraries will be of much use for us either until we get into a different government, so they can pass for now. I trade world maps, paying about 20g to get a complete picture of the entire island. The other civs are larger than us, but many of their cities lie in useless tundra. They are not as strong as their number of cities would indicate. With that done, I end the turn.

(1) 730BC Units fly past me at light speed. I don't know how some of you can play with the animation off; I have no idea where the AI units just moved. It gets turned back on, at least for my turn. In the north, a worker sacrifices himself to create an iron colony. Rome goes to immortal, due next turn with a good deal of waste (Rome is getting 9 shields/turn, have to do something about that). Veii and Antium both switch to immortals as well. I have little to do other than hit "next turn" for the remainder of my turn.

(2) 710BC Rome produces first immortals. It is reconfigured to grow with one less food each turn in order to get from 9 to the magic 10 shields/turn. Road to India connected this turn; we can trade for furs or ivory but have no real happiness need for either at the moment. Yes, we're running 20% luxuries but are also making 25gpt which is a ton in then ancient age. In any case, I want to grab another tech cheaply. I trade spices and 47g for Code of Laws; the major result is that we are locked into 20 turns of peace with Gandhi. Alex looks like the best target for us now.

(4) 670BC Greeks found another city, Mycenae, in a poor location in the desert to our east.

(5) 650BC Another immortal produced out of Rome. Gandhi establishes an embassy in our capital. :D Another reason to leave the nice guy alone - for now, at least. I run low food for one turn in Neapolis to get our barracks one turn sooner with no waste.

(7) 610BC A barb galley appears near ours; we fortify to have a better chance of winning against it.

(8) 590BC Our galley survives, but is down to one hit point. Since it's so far away from our cities, there's nothing to do but keep exploring. Immortals produced from Rome, Veii, and Antium. We now are up to 5 of them. I'm currently running a blockade of a Greek hoplite/settler pair in our territory to provide us with free workers in the future.

(10) 550BC Mathematics 40-turn min science finishes. We now can see that the other civs all have Literature, Construction, and Philosophy up on us. I heartily suggest that the next player trade for Philosophy and start a min science research on Republic (India will sell cheapest at WM + 111g). We have 5 immortals at the moment, and in 5 more turns will have 5 more. At that time, we should gather them up and attack Greece. We should be able to capture 3 or 4 cities pretty easily, at which time Alex will give us any techs we lack for peace. Then consolidate our gains for a couple turns and attack again for more concessions. I've been using this strategy very successfully in PTW Emperor games recently. The AI civs simply cannot handle such a focused attack this early in the game with 10 swords/immortals. Of course, if you disagree with me there's always the power of veto... :p

RBP4 550BC
 
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