5 in 1 (mystery SG with twists) - Emperor

Sorry, I think this will be held up a bit. Basically I have 2 computers, 1 without Internet. Now I got Internet on both, but the other computer with Internet had my turnset on it. Its mouse has a problem right now I expect it to be fixed sometime later, perhaps tomorrow, but I don't know. The only thing I could do would be to replay my turns. If you guys want me to do that I'm happy to but otherwise there could be a wait.
 
Can you just upload the 5-turn save (you can do so without mouse)? Or plug out the mouse from the other computer to this one? or transfer by floppy disk? Can you do one of these things?

I don't think replay makes sense, but it has been 4 days and if you cannot manage to upload a save very soon, maybe a skip?
 
I think I'll just take a skip. Not very good with those keyboard combinations.
 
preturn: fix a lot of MM. For example, we are hiring 3 civil engineers in a size-6 town producing wealth! All wealth switch to settlers and workers.

Buy Music Theory+Economics+worker+56g+15gpt from Spain by Steam Power. WM to Korea for 23g.

I buy Nationalism from Korea by Industrialization. We need to draft units to cover our so many empty towns. Heck, even core cities are empty.

I can't find any infantry so I upgrade two.

IBT Persia and Spain make peace. We lose some units and a stack of 9 workers. Pentagon is completed.

(1)1160AD: elite cav kills 2hp immortal and generates a leader.

Some drafting and upgrading.

(2)1170AD: 4 armies kill 7 rifleman and an immortal and capture Persepolis with Smith's.

(3)1180AD: Kill two rifles and raze Hamadan. We do not have enough troops to deal with resistance.

More rushing.

Geez, I find a lot of fortified workers..

(4)1190AD: Raze Hyangsan. Find more fortified workers. We still have core cities not fully railed, why fortify workers?

(5)1200AD: army kills 4 riflemen and captures Bactra with Copernicus. Pasargadae is a tough city that redlines our two armies but we capture it with Newton's University.

IBT Tyre desposes to Persia.

(6)1210AD: Capture back Tyre and abandon it. Kill 4 riflemen and raze Antioch.

(7)1220AD: find more fortified workers. 5 armies raze Gordium. Salamanca is defended by 2 muskets so we capture it. Santiago is defended by 2 reg rifles and we capture without loss. Now Persia has only cities in the south. Disband a worker and rush temple in all the new towns.

Too bad we still have 8 turn MA with Korea.

We are 63% in land now.

(8)1230AD: I declare on Spain.

Kill 4 muskets and 1 spear, we capture Barcelona with MoM.

Notice we are already 66%.

This turn get another leader.

Build a couple of towns and we are at 67%.

(9)1240AD:

5in1_vic.jpg


Score: 6572.
 
I think it's time to confess our variant. The following is mine:

1. You must declare on a civ (unless already at war) every turnset and take or raze at least 1 town. You don't have to do this your first set of turns, or when it will conflict with #2.

2. Never let a civ die during your turns. If an AI happens to knock one out IBT, reload the autosave, and give them a town or somehow block their demise.

3. You must switch us to Democracy if we haven't done so after learning it. This only needs to be done once.
 
Good idea. Had fun (and it's time to prove that my variants aren't about losing armies!) This is copied and pasted directly from the PM I got with my variants.


Rule 1: "Expand the property of the church!"

Always build at least one temple in your turns - be that by simply building, switching another build or rushing (cash, whip, leader). The temple must be irrevocably finished during your turns. Should all our cities already have temples, build at least one cathedral. You may freely chose the city you build the temple or cathedral in. If all our cities have temples and catherdrals or the required techs are not yet known to us, you are free of this rule until it changes, so practically it will almost always be in effect.

Rule 2: "Let us benefit from the beauty of God's creations!"

If during your turns it is possible to build The Sistine Chapel or The Knights Templar, try everything to build it. If it is possible to complete it in your turns by any means (rushing, switching another build, switching or reworking tiles), you have to. If not, you have to get us closest to completing it, by switching another build or starting it from scratch in our most productive city/cities. You have to chose the method that will get us to complete the wonder in the shortest number of turns possible. If both are availible you can chose your preferece yourself, but you must try to finish or get as close as possible on finishing for both. Before theology / chivalry is known to us or once The Sistine Chapel and The Knights Templar are built, your are free of this rule. It will only come into effect again, if the wonder is somehow destroyed. If another civ has built any of these two, you are not forced to capture it, but you can do so of course.

Rule 3: "We are all Gods children!"

You may never enforce starvation in any of our cities - regardless of the nationality of the populace - if it is possible to be avoided. If you have to swap worked tiles, swap tiles between cities or rework them, do so; if you have to let a city riot because of that, do so. The rule will only be in effect if there will really be starvation - food shortage without starvation is allowed though.
 
Wouldn't it have been interesting if microbe had been unable to win in his turns? This was an enjoyable game. Anyways, here are my variants:

Major Variant: May not set research higher than 10% during your turns.

Moderate Variant: Cannot attack cities with fast units.

Minor Variant: Must not win the game during your turns
 
@Microbe: just a short note on our everlasting "empty city" topic ;). I moved them all out to conquer faster. All cities were connected by rails so there was no way to capture any city before we could move lots of defenders to it before replacable parts.

My variants:
1. You cannot have more than 100g in your treasury at end of your 10 turns, except in despotism. If you cannot use the money, gift to AI.
2. You can only build fast units once horses are connected. No slow ground units allowed. You can build cats/trebs/cannons/artillery.
3. You have to revolt to leave Despotism asap (i.e., revolt when you get the first gov tech)
 
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