AZS-01 - The British Empire - OPEN

Joined
Jan 17, 2002
Messages
823
Location
Phoenix, AZ
I started this game up as I had some civving time to spare, had already spent some time playing Sirian's Epic 3, and was looking for a succession game to jump into.

However, it seems there's a dearth of open succession games right now, so I decided to start my own.

Usual RBD rules apply - no units left on GOTO, no ROP rapes etc, etc.

Since I am English, I decided to try to recreate the British Empire in all it's glory. Also because it's more challenging than the usual German/Japan/Iroquois. No cheap temples or libraries for us, and a so-so unique unit.

Here's the stats;
English.
Monarch level.
Large Map.
Roaming barbarians.
7 random, non-culturally linked civs.
Everything else is RANDOM.

This is an OPEN game. Please state your intention to play, then post within 12 hours. Up to 20 turns per player, and at least one person between subsequent turns by any one player.

We got a good starting position to offset the crappiness of our civ :lol:

AZS01_0001.jpg
 
Initial Turn: 4000BC
We start on a hill with two cows in range. Having moved the scout first to survey the land, I move the settler across the river to found London next turn.
The worker heads over to one of the shielded grasslands.

(1) 3950BC
London is founded between the two cows. A scout is ordered.
Worker begins to mine the shielded grassland.
Ceremonial Burial is the cheapest tech to research, I start on it at 90% science to get it in 16 turns at break even gold.

(2) 3900BC
(3) 3850BC
(4) 3800BC
First goody hut is spotted.

(5) 3750BC
Goody hut gives us Masonry.
London builds scout and starts another.

(6) 3700BC
Worker completes mine, starts road.

(7) 3650BC
London grows to population 2. I swap a citizen to the mined bonus grassland to up production and change production to settler - due in 7 turns along with growth to 3.

(8) 3600BC
(9) 3550BC
(10) 3500BC
Worker moves to mine the nearest cow.
London's borders expand.

(11) 3450BC
Mining of the cow begins.

(12) 3400BC
(13) 3350BC
(14) 3000BC
London spits out a settler. He's off to claim the spices. A scout is ordered.

(15) 3250BC
Ceremonial Burial is learned. Start The Wheel - let's find some horses.

(16) 3200BC
Another goody hut gives us a "skilled" warrior.
Science dropped to 80% to keep us at break even gold.

(17) 3150BC
Cow is mined. Road is started there.
25 gold from another goody hut.

(18) 3100BC
London finishes a scout, starts another.

(19) 3050BC
An interesting message pops up.

AZS01_0002.jpg


(20) 3000BC
Steveopolis is founded - no overlap with the capital. Spices will be in range once a temple is built there.
Science back up to 90%.

Our fledgling civilization...

AZS01_0003.jpg
 
Look, it's the British Open! :)

Ok, that wasn't so funny, hopefully it made you at least smile tho...
 
I got it. I really want to know what happened to the Aztecs.
 
Inherited: AAGH! WHy was steveopolis founded where it is? It should have been coastal! I set it on settler anyway. Pay attantion to the Tranining day games, London was working the bonus grassland rather then the cow.
T1\T2 2950\2900 BC: Nothing happens.
T3-2850 BC: War Code from a goody hut.
T4-2800 BC: London is size 2.
T5-2750 BC: Wines spotted to the east.
T6-2710 BC: Move scouts.
T7-2670 BC: London is soon ready to make a settler.
T8-2630 BC: London will grow to size 3 in a moment.
T9-2590 BC: London is now size 3. I must put up lux tax. We need those spices now.
T10-2550 BC: London produces Settler. A start another. This city is now stuck for settler until we have filled this continent. London grows again in 4 turns.
T11-2510 BC: End of the tundra spotted
T12-2470 BC: Our scout is imprisoned by a barbarin on the tundra! SHEEET.
T13-2430 BC: The socut retreats. The gepids teach us Mysticism.
T14-2390 BC: The scout develops a new type of marathon.
Civ3 crashes on me! I load from an autosave. The save is from 2390, yay!
T15-2350 BC: Run run run scout!
T16-2310 BC: Wheel discovered. Our scout evades the barbs. Then a new barb comes form the south. Sheeet.
T17-2270 BC: More wines in the west.
T18-2230 BC: Erik's Whales founded near whales.
T19-2190 BC: Contact with Rome!
T20-2150 BC: Settler in London. We will need a spearman to go with him.

I think make london crank settlers and workers. The 2 other cities have more shields, they can build units and buildings.
 
Got it, will play 10 turns tonight...if none of my games are ready for me, I'll play a second 10 turns tomorrow night :D
 
Or I could play 20 turns right now... :D

T-0: 2150 BC
Wow...it's all ours! We need to choke that off...
Everything looks ok

T-1: 2110 BC
I send Settler to nice Lakeside spot

T-3: 2030 BC
We get Spices into London.

T-5: 1950 BC
Steveopolis finishes Worker, begins Barracks
ChrTh's Folly is built on the Lake. Warrior ordered.
Rome is Annoyed but has Iron Working. I don't trade with him.
I up Science to 100% to gain 2 turns on IW (now 14 turns)

T-6: 1910 BC
London finishes Spearman, begins Settler
Spearman heads East

T-9: 1790 BC
We have a choke in place; Rome can't get by.

T-10: 1750 BC
ChrTh's Folly finishes Warrior, begins Worker
Barbarians spotted

T-11: 1725 BC
Our conscript warrior dies at the hands of Barbarians! ChrTh's Folly's Warrior heads West.

T-12: 1700 BC
Barb Horseman spotted
London finishes Settler, begins Warrior
ChrTh's Folly changed to Warrior
Since Barbarians are loose, I send Settler NE.

T-13: 1675 BC
London's about to be sacked! Doh..
Probably should've kept that Spearman there, huh?

T-14: 1650 BC
London sacked, we lose 11 gold
Delta Forse founded NE of London. Warrior ordered.

T-15: 1625 BC
London produces Warrior, begins Settler
ChrTh's Folly produces Warrior, begins Worker
Drop Science to 90%

T-17: 1575 BC
Iron Working done, we begin Writing
The nearest Iron is all the way at the top of the peninsula..Doh!

T-19: 1525 BC
The Romans declared War on us! I think we're about to lose our scouts...
We lose one scout, but our warrior is victorious. We're also victorious against some barbs.
ChrTh's Folly completes Worker, begins Warrior.
Delta Forse finishes Warrior, begins Worker.
I whip the Temple for Erik's Whales...hope y'all don't mind.
Well, our victorious Warrior went 1-1.

T-20: 1500 BC
Erik's Whales completes Temple, begins Warrior.
Steveopolis finishes Barracks, begins Spearman.

Barbarians to the Left of me, Romans to the Right...Here I am stuck in the middle with You...

Here's the Save:
http://www.civfanatics.net/uploads/AZS01-1500BC.zip
 
The save:
AZS01 - 1000BC

The Report:
1500 BC(0): Still at war and Rome refuses to talk. No other changes

1475 BC(1): London finishes settler and starts another.
WOW the Iron is farrrr awayyyyy! :lol: May be tough to get to any time soon.

1450 BC(2); Warrior to the West stops barb camp will attack next turn, Roman warrior approaches from the North.

1425 Bc(3): Sack the barbs become a vet and get 25 gold.

1400 BC(4): DF builds worker starts temple, EW build warrior and starts worker.

1375 BC (5): Steve, builds spear and starts another.
Found HotTown in the jungles with wheat and bonus grass only a temple away.

1350 BC (6): EW builds warrior starts a worker.

1325 BC (7): ZZZZZ , the Romans are still coming, passed right by the spearman.

1300 BC (8): London - settler starts another

1275 Bc (9): 3 Warriors are coming send vet spear to protect the corridor.

1250 BC (10): 2 spears heading to corridor.

1225 Bc (11); Barbs approach from the NW, warrior defeats barb horseman.

1200 BC (12); Romans are retreating... NOT sure why, looks like they are afraid of the spears.
Learn writting start LIT.

1175 BC (13); Romans want Mysticism for peace I refuse 4-5 warrior are coming.

1150 BC (14): Found WineVille on the lake, start warrior, Spear is in town for Protection.

1125 BC (15): North Spear defeats archer, loses 2 hp., HotTown finishes spear starts temple

1100 BC (16): zzzzz

1075 BC (17): New Settler , start a granary in London. Settler will come vertually every 8 turns but I think now is a good time to get a granary done to improve that speed.

1050 BC (18): CF builds temple starts a granary, good settler builder after the cow comes on line.

1025 BC (19): N spear promotes to a vet.

1000 BC (20): North spear is lost, WV Spear defeats attacking warrior, Rome is still unreasonable about peace.
CF set to expand in 2, will pick up the cattle. SteveO will produce vet archer in 5 turns, soon to be less after growth to size 5.
We have 30 Gold, Rome has 0, Lit in 10 turns at 90% with -3gpt.
Founded 2 new cities and 1 settler is heading to the Wheat fields to the West.

No new contacts

Hotrod

azo1_1000.jpg
 
It confirmed at Monarch, so I will play 20 by Saturday Morning.

At this point regent = :sleep:
 
(0) 1000 BC - MM the cities.
Erik's building military with barracks - GACK - now building barracks.

Hard to decide with ChrTh's folly. I go with settler. We need another settler NOW. Our best short term weapon versus Rome

- horses, but no spare settler to get them with. :(

Drop science to 80%, with just 30 gold, why are we losing money?
(I) Barb commits suicide vs. our warrior.


(2) 950 BC -
(I) Roman warrior commits suicide.


(4) 900 BC - Our WineVille warrior can't even score a hit vs. Roman warrior.


(5) 875 BC - LeeVille is formed.


(7) 825 BC - Hmmm... Rome starting to look serious.


(8) 800 BC - I give Rome wm, $7 to go away. 3 archers vs. 2 spearman is to dicey.
I think our city is worth $7.
(I) Begin horseback Riding research. We need stronger military.


(10) 750 BC - Horsey Town is formed.
(I) London begins Great Library - 50 turns is a bit long - but the city is growing fast.
Rome begins the Pyramids.


(11) 730 BC - Establish embassy with Rome. Begin map trading to put $1 more in our pocket.
Rome is size 3, Pyramids in 52.
(I) BITE ME RnG - A barb horse kills our Vet Spear at Horsey Town :mad:
Persia completes the Pyramids.


(12) 710 BC - I drop science to 50% to start getting us some cash.


(13) 690 BC - Rome doesn't have literture, so no Great Library cascade.
(I) Rome is building the Oracle.


(14) 670 BC - Take the path of least resitance, begin researching math.


(15) 650 BC - Luxuries to 10% - NO entertainers in London, or we are screwed for getting the gl.


(18) 590 BC - Roman Block is formed - walls are begun.
Luxuries to 20% for London - Again - An entertainer LOSES getting the gl.


(20) 550 BC - Frag 1 barb camp :)



Summary - Keep building up troops at Roman Block!
Watch London carefully, and get another worker to improve the tiles.
gl is "just" 36 turns now.


http://www.civfanatics.net/uploads/ARZ01-550BC.zip
 
550 BC (0): MM London/ChrTH Folly, give London mined tile to get GL in 30 turn from 33.
Philosophy in 5 with -1 gpt.

530 BC (1): Moving some Warriors toward Roman Block. Romans are sending ships!
MM a few cities that are close to the finish of some projects, Philo in 3 with +1 gtp.

510 Bc (2): New barb camp to the NW, CF builds barracks start arhers

490 BC (3): zzzz, philo in 1 +0 gpt, Rome has COL and Maps, lacks Lit, no trades.

470 BC (4): Learn philo start Code of Laws, Roman city on the East coast by WineVille!

450 BC (5): Settler built in HotTown, Barrack at WineVille start spear, Destroy barb camp +25 gold

430 Bc (6); Roman Archer approaches from the North, New vet arch enroute. Warriors fortify in Wineville

410 Bc (7): More troop movements to Roman front.

390 Bc (8): Steveopolis finishes temple starts archer (4) currently building more troops

370 BC (9): Found WesternWines, along the Western Coast line

350 BC (10): Nothing of Note!

330 BC (11): Tried for trades with Rome, Everything seemed too high, They have COL, maps and Math, lack Philo and Lit,

310 BC (12): 2 new vet Archers start 2 more spears, COL in 3 turns, GL in 14.

290 BC (13): Move archers to the Eastern front

270 Bc (14): Wineville finishes vet spear, starts a temple. Archers arrives and fortifies.

250 BC (15): Learn Code of Laws start Republic, move some more troops. Rome want all our gold and Philo for Math, I decline.

230 Bc (16): set lux to 30% to keep London from revolting, +6 gpt, but 39 turns for republic

210 Bc (17): Rome Builds oracle. GL in 8 turns, grows again in 4.

190 BC (18): RomanBlock builds walls start barracks. Barbs to the NW again.

170 BC (19): Start 2 new settlers in LeeVille and Delta, Barbs defeat a elite warrior!

150 Bc (20): Reduce lux to 20% and add an entertainer in London, GL still in 4 and grow to 10 in 1, Republic in 25 with +0 gpt.
Still lack the Maps and Math from the Romans, They need Philo and Lit. Few new settlers in production now, most troops are in WineVille and RomanBlock.
Barbs are coming from the NorthWest toward HorseyTown.

Good Luck

Hotrod

Here is the save.

AZO1_150BC
 
Inherited Turn:
London entertainer switched to taxman.
Steveopolis switched from library to granary. Population = Power.
All other cities are left unchanged.
Three settlers being trained. We do have a shortage of workers which I will try to address. Only one worker is being trained as I take over the game.
Priorities: Build more cities and workers, and get the wines into the trade network to reduce luxury taxes.

(1) 130BC
Barb horseman uprising sighted. 8 horsies head towards a warrior on a hill. I move the warrior across the river onto another hill so that the barbs have to attack across it.
London grew to 10 last turn, so I turn that taxman back to an entertainer.
Hottown builds granary, starts worker.

(2) 110BC
Warrior fortifies on hill. Maybe he can take out a few barbarians. Maybe not, he is defeated by the first horseman.
AAAAAAAAARGH!!!! We lose the Great Library to the Zulu with only two turns to go. Bummer.

(3) 90BC
There is nothing we can trade with the Romans to save the shields in London (this is also the capital, so no palace build is possible). They have Map Making, but the Great Lighthouse requires a coastal city, so no go there. London gets a VERY expensive library and 297 shields are wasted. UGH!
London builds library, starts temple to get rid of the entertainer.
Hottown builds worker, starts settler.
WesternWines builds worker, starts spearman.
The Egyptian city of Thebes completes the Great Wall.

(4) 70BC
Barbarian horseman raid on Horsey Town is imminent, so I move the defending spearman there to protect the worker roading the horses, and call up Caesar.
I trade Literature, Philosophy and 130 gold for the Roman World map and Mathematics, thus limiting the amount of gold that the barbarians can pillage.
Horses are connected to our empire.
Barbarian outcome - our temple in horsey town is destroyed, population reduced by three and the gut-wrenching loss of four gold.
Erik's whales builds a settler and starts a granary.
The domestic nag warns me my treasury is low. I love the domestic nag. So authoritative, so dominant...

(5) 50BC
Science from 50% to 40% to build up gold again.
Erik's whale's settler put on goto to his final spot - a jungle square which will include a whale after border expansion.
Horsey Town spearman replaced and fortified.
Delta Forse builds settler, starts horseman. We need to start trashing some barb camps.

(6) 30BC
Delta forse settler put on goto to claim flood plains between Horsey Town and WesternWines.

(7) 10BC
A barbarian camp has popped up in full view of our scout. Didn't think this was possible.
ChrTh's Folly builds library, starts horseman.
LeeVille builds settler, starts granary.

(8) 10AD
Millenium celebrations throughout the land.
I send the warrior in WesternWines forth to deal with the latest barbarian camp, as it's too close to where I want to expand for comfort.
Temple built in London - Entertainer put back to work. Barracks started.

(9) 30AD
Steve's Castle founded in the jungle within a border expansion of a whale. It's near the capital, so will be a low corruption/high production city one day.
Our people want to build the Forbidden Palace. Maybe we should. Or maybe we shouldn't...
Steveopolis completes it's granary and starts a horseman.
Hottown builds a settler and starts a library.
Our scout gets chased by a barbarian warrior.

(10) 50AD
We have a couple of settlers on the move, but nowhere to place them until the barbarian problems are resolved. I can see three barbarian camps on the map right now.

(11) 70AD
The Floodlands is founded between Horsey Town and WesternWines. Warrior ordered for defence against barbarians.
Our scout accidentally walks within range of a barbarian horseman. He's dead.
A Khazak encampment is dispersed for 25 gold.
London produces barracks, starts churning out horsemen at the rate of one every two turns.
ChrTh's Folly and Delta Forse produce horsemen, each starts another.

(12) 90AD
Wines are connected to our empire. We still need 20% luxuries as London grew last turn.
WineVille builds temple, starts courthouse.

(13) 110AD
A couple of barb horsies die, a couple of our troops promote to elite.
London churns out another horseman.

(14) 130AD
Steveopolis builds a horseman, starts a library.

(15) 150AD
(16) 170AD
Brighton Nudist Beach (yes, this really exists) is founded.
Erik's Whales builds a granary, starts a courthouse.
Rome has FOUR settler/spearman pairs heading into our territory.

(17) 190AD
We are militarily weak compared to the Romans. So I decide against ordering the Roman settlers out of our territory. I move a horseman in to block their progress though. The Romans turn back :lol:
We continue to build horsemen though - these are sent towards the Roman front as we have enough in the field to bust barbarian camps now.

(18) 210AD
More barb horsies die.
One London citizen is turned into a taxman as the city has grown to size 12.
Science upped from 40% to 50% to drop republic from 8 turns to 6 turns, at a loss of 3 gold per turn.

(19) 230AD
More horsemen are trained and sent towards Rome.

(20) 250AD
Not much really, killed some more barbs. Our horsemen are closing in on the encampments.

AZS-01 - 250AD
 
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