BAM1 - The Mongolian Gauntlet

All I can say after looking at this roster is an old poker saying: " If you look around the table and can't figure out who the sucker is your it! "

I mean, what the heck. Right? How bad can it be? - We'll see ;)
 
It begins....

Early

Move settler three spaces--find lots of bonus grass and stay on the lake. Found Karakorum in 3850BC--pop a deserted hut upon founding the city.

BAM1-settle1.jpg


Start on scout. Starting scout reveals a good second city site with grassland wheat. Second hut pops a settler. [dance] Hmm--should this be a TKO? Meet one of Cathy's spears in 3700 BC to the west. Send her warrior code for ceremonial burial and 3g. She is up bronze working on us. Looks like we can choke her away from our land--the free settler will do just that. We meet the Zulu in 3600BC. Nothing to trade--they have CB plus the same starting techs as us. Did I mention we have, um, not-so-friendly neighbors?? Could...get... ugly :lol:

Middle

Ta-Tu founded at the choke by Russia. I think this will mean we need to be prepared for a Russian war sooner rather than later. Hut by original start gives maps :rolleyes: Finish another scout in capital--start on granery. Russia has a SOD of 3 spears and 3 warriors near Ta-Tu. Find one barb camp--the Zulus will take care of that for us. Zulus are also VERY close--capital is in the second ring north from the capital.

Late

We meet the Americans. Burial and 43g buys bronze working. Abe is up masonry on us, as is Cathy. Barbs come calling on Karakorum--lose production on granery and one pop point. Guess that makes up for the bonus settler. :rolleyes: Granery halted in favor of warrior. With the bonus food at Ta-tu (plainscow) and wheatgrass inbetween, we need some protection in Karkorum--only 3 turns are lost if Sirian wants to go back to a granery.

Diplomatic front--Russia, Zulu, and Americans all have 2 cities. Russia and America are up masonry on us. The pillaging of the capital hurt--not sure what the balance is between that and the bonus settler. We are 12 turns into a min mysticism run.

Here is what our situation looks like

BAM1-3000BC.jpg


Good luck to Sirian.

The Game

Bam-Bam <==== JUST PLAYED
Sirian <===== UP (10-20 turns, your choice)
Hotrod <==== ON DECK (10 turns from here on out)
6thGenTexan
Urugharakh
JMB (out until October 3)

24 hours got it, 48 hours to complete
 
IT 3000BC: The situation in the game file does not match the screenshot. The projects are different? :hmm: Which is the "actual" set of projects? I can't even sort it out from the report, so I will just go with what I've been handed.

FOR FUTURE REFERENCE: No prebuilds means NO PROJECT SWITCHING. No casual vetos. "Only three turns lost" is not a phrase we can afford. We will need decisive choices, to be changed around in the middle (with shields poured down the drain) only under extreme circumstances, such as emergency troop needs, or someone having overlooked something even more urgent, which would throw even more away.

Don't even "window shop" other items. No project changes even "just to look" unless we go through wealth first, and kill the stored shields. At least... if Epic 12 rule set is the model here.

We also need to (try to) think and plan ahead. Sometimes the best option is to run wealth for a turn or two, if a tech is due, rather than delay an important new item to build a warrior or something.

The free settler more than makes up for our seemingly bad start, and indeed, there were rich lands just a few tiles away. Sometimes you just gotta buckle down and grit your teeth when things look bad. Civ3 is remarkable in its ability to allow players to recover from deep holes and still compete.

With the capital locked into a granary and TaTu building a warrior, I wake one of TaTu's tatwo warriors and send him tatu the capital. Tatu-daloo now! Git along little dogie. :crazyeye:


2900BC: Our scout meets pinko commie Chinese. They must be exterminated! Oh, wait. We need an army first. :lol:


2800BC: Moscow completes the Colossus. ... SAY WHA...??? Sheesh.

bam1-2800bc.jpg


That is definitely the earliest I've ever seen any AI complete a wonder. (I rushed the Pyramids in 3000BC in an AWE game once). That would also make it the fastest self-built wonder I've ever seen, too.

Warrior built in Tatu, starts settler, swaps to high shield, low food.


2550BC: Our scouts have scouted the lay of the land, methinks. We have a somewhat circular continent with the Zulus at the hub. I'd say that bodes ill for their future. My first ten turns are up. Guess that means I'm in for another ten.

2470BC: Granary complete in Kara. Start settler.

2390BC: Settler complete in TaTu, back to no food size 1, starts a barracks.

2350BC: Zulu scare at home, as one of their warriors enters our border. Next turn, they leave, on beeline home to Z-town. Wonder what that's all about.

2270BC: Kara builds settler, starts another.

2150BC: Found Kazun on the river, 'tween Kara and Z-town. Found Almarikh on the bay, north of Kazan, west of Z-town. Pull the trigger on Iron Working @4th from Zulus, who have lost Ulundi to the Americans. I pay 100% of our available gpt, plus 25g, on the gamble they may be eliminated from the game before we pay it all off. If not, our money is going to the underdog. Trade Iron Working to Russia for Masonry and 20g. We have two iron sources in range, both in the south.

Both new cities are set to build warriors, but can be changed to other items if desired, on the first turn. Russia is indeed all choked up, bottled in, you name it. They WILL BE coming at some point, maybe soonish, thus the barracks. Recommend vet spear, walls, then another vet spear and by then, maybe a sword or two. If we keep Russia isolated, who knows, maybe even be able to rub them out at some point earlyish. Probably go something like this: Hotrod's round (one of these times) ends, Russians still there, Urug's turn ends, Russians gone. :lol:

I know it was harsh on TaTu to build a settler out of there with no granary, but think of that as a second free settler out of the hut. Pickins are somewhat slim, and we're packed in like sardines. Wait'll you see the way the Chinese and Americans are backed up along the shoreline just like Russia, except not cut off.

Dotmap follows. Pink and White dots are high priority. Orange and Gray are "would be nice" bold dreams. Red, Yellow and Green are luxury fishing villages. Light Blue is a mining village to fill in the interior border, but I doubt we'll get it because we won't get half these dots unless the Zulu-American war drags on and on and on.

Hey, for such a crappy looking start location, I'd say we're doing WAY WAY better than anybody could have dreamed. This is certainly no "screw you" Epic 12 map situation. :) Not even counting the free settler, which I swear to god, Urugharakh must be charmed or something. HOW DOES HE DO IT???


Bam - 2150BC


- Sirian
 
Originally posted by Sirian
This is certainly no "screw you" Epic 12 map situation. :) Not even counting the free settler, which I swear to god, Urugharakh must be charmed or something. HOW DOES HE DO IT?
Well, no idea about the free settlers. Fortunately I only dislike them for non expansionistic civs or in a context like the Epics, where comparsion is more important than winning a game in my opinion and the free settlers kill comparsion. But you are right, free settlers and leaders often show up in my games, while other RNG dependend events often scew me.

Our starting position is much better than Epic 12. We actually have a better starting position than all AIs on our continent. So from a screw you factor we can't compete with Epic 12. Lets see how the other restrictions will influence our game.
 
:hmm: What the?

Ok, I am not sure what happened either. Thanks for pressing on despite my (whatever stupid thing I did here...).

I am not surprised Russia built a wonder...I figured they had no more settlers to build....

OMGWHTTZ?!! (to coin a phrase :) ). For now, I am really liking Abe (even without the Epic 36 bias). Nice of him to cut down on the expansion of our northern rival. Thanks, buddy. :goodjob:

Russians...yeah, if Hotrod or Texan leaves Urugharakh with a small force of vet archers...bye bye Cathy. :lol: :hammer: :hammer:

I think the karma that gave us a free settler can also be blamed on Hotrod--every one of the HOT SGs I played with him, we got a free settler.

Bam-Bam
Sirian <==== JUST PLAYED
Hotrod <==== UP (10 turns from here on out)
6thGenTexan <==== ON DECK
Urugharakh
JMB (out until October 3)

24 hours got it, 48 hours to complete
 
Ok, I am not sure what happened either.

:rotfl:
:rotfl:

Don't worry about it. We'll chalk it up to sleep deprivation. And if it happens again, we'll just blame it on Hotrod. :lol:

Speaking of Hotrod, who woulda thought he'd come so far as to be beating Deity variants, when he signed up for that TDG exercise way back when. Persistance pays.


- Sirian
 
And if it happens again, we'll just blame it on Hotrod. :lol:

Originally posted by Hotrod
"If you look around the table and can't figure out who the sucker is you're it!"
:lol:

As far as progress on the game--you and Urugharakh had already completed this concept and RBE4 before I beat my first Monarch game. I guess some of us can be taught :whipped:

As far as sleep deprivation goes--I'd wouldn't have any problems if someone didn't keep coming up with such interesting games... :p.
 
Originally posted by Bam-Bam
As far as progress on the game--you and Urugharakh had already completed this concept and RBE4 before I beat my first Monarch game. I guess some of us can be taught :whipped:
Don't stake too much on me.

I indeed did some weird games including AWD induced by Charis a year ago. The latter caused an 8 month CIV3 burn out, which was heavily supported by Firaxis patch policy with respect to PTW. I started again with Epic 30 ending without completion because it was not comparable due to an early settler - I still have the final save, so I might even finish it out of curiosity. So my first full game since almost one year was Epic 36, which, being an Emperor game , was (only) challenging with respect to comparison. So please don't expect too much from me. I still have to get accustomed to the PTW changes.
 
Early: Hmm nothing to change ;). Diplo check shows Cathy up by Alphabet and Wheel but lacking Mysticism, we are 8 turns away but it can be bought for 70 gold. But we can't afford Alpha or the wheel. It is only 8 turns after all. Kazan is building a warrior but I opt for the only next reasonable thing and change without penalty to a much needed worker.



Middle: Zulus have picked up the wheel but will not part with it. Cathy still lacks Mysticism but will not even discuss trading Alphabet or the Wheel. KanKorum builds a settler and starts a warrior. Looking to get the city to a 3-5-3 cycle verses 1-3-1. China is taking an aggressive stance early and sending a stack of 3 archers and 4 warriors in our vacinity. Settler moves with a warrior escort to the Pink dot. Gambling that the Chinese are out hunting barbs or some such thing. Ta-Tu completed its backacks and starts on a spear. Aztecs completed the Oracle in 1990 BC.

Interesting Situation: 1910 BC (6): Tabriz is founded and China is about to attack and capture and undefended Kazan. With only 1 warrior in the capital I was torn as to protect our new settler or the capital. Not even sure I could've gotten to the Kazan city.

bam1china.JPG


1870 BC (7): OMG - What the heck is china thinking??? He passes by the empty city. We need those darn warriors, serves me right. I am being punished for swapping to a worker :lol:. No war yet. Capital builds a warrior and starts another - with good reason.

Late: Mysticism comes in and start a 40 turn run at Poly but not sure if research is even worth it at this point. 1790 BC: Vikes build the Pyramids. Capital gets another warrior and starts a settler. 1750 BC: Kazan is still standing with China swarming, builds our second worker and starts on Walls. This can be changed during preturn.

bam1_1750bc.JPG


http://civfanatics.net/uploads5/Bam1_1750BC.zip
 
Bam-Bam
Sirian
Hotrod <==== JUST PLAYED
6thGenTexan <==== UP
Urugharakh <===== ON DECK
JMB (out until October 3)

24 hours got it, 48 hours to complete
 
Not much to do. I start Almarikh on walls to match Kazan.

1725BC-1 Tabriz warrior-->worker He will go home to protect the next settler.

1675BC-2 Karakorum gets scientist until warrior arrives.

1650BC-3 Ta-Tu spear-->walls MM Karakorum for $$ before settler pops. The Zulu are getting rich off our GPT payments and barb camps south of Tabriz.

1625BC-4 Karakorum settler-->spear I do not like what I see. Zulu troops are joining the Chineese around Kazan.

1600BC-5 Tabriz worker-->walls Worker will road back to Karakorum. Zulu learn alphabet.

1575BC-6 Ulaanbaatar founded on white dot. Think long and hard and decide another worker is needed first. He will be the 4th with 6 cities. The other choice was a barrack, but I need to mine the 2 BG before it would do any good. Barbs show up north onf Almarikh. Scout is forced to go NE along China's border.

1550BC-7 Russia has writing :eek: We show our contacts now. Russia gets contact with America and 57g for Alphabet. Only Catherine has writing but we cannot get it. Take 34g for China and 22 for Zulu. Abe will trade The Wheel for Alphabet and Mao will charge us an extra 27g. Get wheel for Abe and the horses are on the coast west of Ulaan, on road path between Karakorum and Tabriz. There is a third horse on the hills between Tabriz and the orange dot.

1525BC-8 Kazan walls-->spear The neighbors are heading north to the jungles between China and Zululand. All but Abe have HBR now.

IBT Catherine is trying to be nice and establishes an embassy. Zulu connect their iron.

1500BC-9 Almarikh walls-->worker. Almarikh cannot grow past 2 until the trees are chopped or a harbor is built. It looks like China and Zulu were racing to the barb camp.

1475BC-10 Ta-Tu walls-->spear Karakorum spear--> barracks I should have done those in the other order but it did not look good when the Zulu army started west. I would let Karakorum grow a little more before any more settlers. Growth in 3, barracks in 4 or settler in 6.

Our scout on the hill looking into mother Russia sees 3 Vet spears, 3 Reg spears, 3 Vet archers, 1 Reg archer and 2 Reg warriors. 90g and 3GPT will buy HBR if it is wanted. 27 turns to Poly and no science increase will speed that up. We have 6 of the 14 cities on our island. Unfortunately they are defened by 7 warriors and 2 spears. The Chineese warrior near Karakorum has been keeping the barbs under control. I did not connect our iron yet.

1475BC Have I miscounted my turns again. :crazyeye: I always get mixed up counting backwards in BC.

Game.
 
Bam-Bam <===== ON DECK
Sirian
Hotrod
6thGenTexan <==== JUST PLAYED
Urugharakh <==== UP
JMB (out until October 3)

24 hours got it, 48 hours to complete
 
More important than buying horseback riding is the possibility of a 2fer. Buy writing from Cathy for 9pgt and 66g. Then sell it to Mao for horseback riding and 32g.

Shaka demands 21g in 1375 BC and I cave without sufficient military.

Ta-Tu grows to size 4 without luxes or even commerce. So I hire a scientist until we can train a worker. I would have switched to worker if this was allowed, but refused wasting our shields though this might have been better. I disbanded 2 of our scouts in Ta-Tu. Our 3rd scout meets barbarians without possibility of retreat.

Connected our furs. Started temples in Almankh and Kazan, the latter will be supported by a forest chop, while the former should be whipped.

Karakorum should build more settlers but should not fall back to size 2 anymore.

Played only 9 turns to rectify the count.

Game
 
Bam-Bam (playing)
Sirian (on deck)
Hotrod
6thGenTexan
Urugharakh (just played)
JMB (out until October 3)

24 hours got it, 48 hours to complete
 
Early

All looks good at the start. We have 6 cities, and everyone else has 2? The game did say deity, right? Cathy demands 21g on the first interturn--sure, sweatheart. She also starts the lighthouse for our future use. Start a granery in Ulaanbaatar to get increase growth.

Middle

Another setter out of the capital (only drops to size 3), heading to orange dot. China shows up with an archer spear pair. Vikings complete the Lighthouse. Zulus learn philosophy.

Late

Tabriz completes rax. China still has some troops around, so I shuffle some spears to make sure every city has at least one spear. So much for the min sci run on poly--America has it, but lacks writing. We cannot any of the technologies out there--mapmaking, philosophy, or poly. Hovd founed on orange dot.

Diplomatic front.

Russia--up MM and Code of Laws--one turn left on a 9gpt payment.
Zulu--up MM and Philosophy
America--up poly down writing
China--parity.

China might be up to something...:eek:

BAM1-china.jpg


We cannot afford any of the techs on the block, but the 9gpt we get back from Russia should allow Sirian to get some trading going. Hovd is on a temple, but it CAN be switched.

Good luck to Sirian!

The Game

Bam-Bam (just played)
Sirian (up)
Hotrod (on deck)
6thGenTexan
Urugharakh
JMB (out until October 3)

24 hours to claim, 48 to complete
 
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