BTS Roleplaying Challenge: Brennus

OK, A more likely tech path would be fishing/masonry/archery (defense)/wheel/polytheism/monotheism. The fish should get you the needed commerce and still allow build stonehenge with just stone and no chopping. Move the worker up in the build order to get the quary build for production.
 
Interesting point on Corps. After asking my friend about it, he thinks that locally founded corporations would be acceptable - as long as they aren't fielded overseas or to other countries. I.E. if I use a corporation, only I can use it, and I have to found it. I don't found it, I don't get to use it.


I'm not sure but if you need the added presure on another civ you might consider sticking the corp into their cities on other continents. The idea being that they have to pay maintenance costs of "other continents" without the bennies which you get. I think it works this way but only if the other civs aren't blocking your placement of corps in the first place.

If someone else knows differently than this please let us know as I can't find anything in manual about the costs on other continents for opposing civs.
 
Game-God, this isn't about using the Corps to the fullest, it's about playing as the Celts would play in this situation. The Celts prefer local produce to foreign labour, thus no fielding corps out to other civs or allowing other civs to field corps in.
 
Ok, let's get this show on the road. I'm nowhere near as creative as Slobberinbear, so my intros and descriptive writings probably won't be as interesting, but I'll try. :P All names are taken from a celtic baby names list, and made up if I come up with a really fun-sounding name (however, Tai is my own name)

Tai looked out over the ocean pensively, leaning on his staff. Age was creeping up on the nomadic leader, and nearby, a more permanent tribe sat, the people making their homes in amid the safety of the hills.

Bran watched the leader apprehensively, knowing what was going through his mind. On the one hand, the tribe had always been nomadic - staying on the move and gathering what food was required to stay alive. On the other, illness and poor hunting had taken over half of the tribe, leaving the rest shaky in morale. A more permanent home may be just what they needed.

"Chieftain Tai," the scout approached his leader, bringing an arm across his chest powerfully, a motion the chieftain returned. "We await your orders."

A pause. Then, with a heavy sigh, the chieftain nodded.

"Gather resources. Have the survivors set out to the northwest. We shall approach the settlement and ask for aid and respite."

***

Hutpopped4000BC.jpg


Approaching the settlement, it soon became evident that poor fortune dogged more than the Celtic tribe's footsteps. The huts were damaged and in some places destroyed, and there were signs of bloodshed and carnage. As the scouts explored the damaged settlement, a small group of people was found cowering from them.

"What happened here?" Bran asked, concerned, extending the hand of friendship.

"Fierce tribal warriors decimated the village, killed a number of our people, damaged our homes."

"If you will assist us, we will help you, elder. We Celts are strong, but proud, and we protect our own." The people murmured in apprehensive excitement. Finally, the Elder brought his arm across his chest.

"We would be glad to help a brother. May our two tribes grow as one."


Yep. The hut popped me a settler, as well as revealing rather useful cows, which seals that land as a build spot. My capital can go there, and I'll keep my second settler in reserve until I can find a good second spot to place a city.

What luck, hmm? This bodes quite well for the future.
 
Game-God, this isn't about using the Corps to the fullest, it's about playing as the Celts would play in this situation. The Celts prefer local produce to foreign labour, thus no fielding corps out to other civs or allowing other civs to field corps in.


Gothca!..:D
 
Over the next few turns, I set a warrior to build, and researched Fishing, which took five turns. Once I had Fishing, I reassigned my citizen from the grassland forest tile he was working to one of the clam tiles, thus bringing in added commerce for a boost to science. I chose to research Masonry next, and my borders grew. My scouts explored the south, discovering ice and tundra, but also wheat, fish, and more hills.

Then, a new development at 3680BC: We're not alone here.

MeetingPeter3680BC.jpg


Bran crouched low in a small dip in the hills, watching. Two figures, garbed in red, approached from the northlands, stone axes at their belts. They spotted the crouching scouting party watching them, and waved, signalling their detection of the other group.

"Interesting," Bran muttered as he stood, his hiding place no longer as valuable. "Friends, or foes?"


For now? Friends. However, this may mean I need to get my skates on with my second settlement.

In the last couple of turns, I finish my warrior. As Bibracte is about to grow, I decide to start on a Workboat before building a Worker next turn.

Here's the state of the world as we know it circa 3600BC:
TheWorldAsWeKnowIt3600BC.jpg


Thoughts? Opinions? We seem to be on a peninsula, and not a very big one at that. There's a couple of resources around which might help for one or two cities, but I'm going to have to expand into the mainland quickly.

Just so everyone knows, it's Warlord difficulty - yes, nowhere near as fun as a higher setting, but I'm not skilled enough to play above Noble, and I usually play on Warlord. Warlord, Standard map with 7 Civs, Normal game speed.
 
The hill NW of the Wheat is one for sure. Maybe one north of the cows and at the southern pole (is there a hill for a city?, I can't tell). I suggest getting to the mainland real fast and perhap prioritize sailing a bit more.

Peter is OK to get along with but I am pretty sure he will be making some sort of demand. Better get a military tech sooner than later, and be cautious about building a second workboat as Peter may be demanding that tech before your ready to go to war.
 
Good advice. I'll gun for Polytheism next, then beeline Bronzeworking for axemen. I should be able to get Stonehenge out quickly once that stone is hooked up, and after that my cities can support themselves more easily culture-wise, which should make expansion slightly easier on me.

There's no hills down at the south pole, unfortunately, but it's not particularly good land anyway. My scouts are set to take a look at the mainland next turn, and I'll start scouting for good city locations near my peninsula in the next few turns.

I'll probably give a big update tomorrow - I have most of the day free, so I have plenty of time. I'll likely update once in the morning (about 8-10am GMT), and again in the afternoon (3-5pm), with a third update before bed if I can squeeze it in (10pm).
 
"We seem to be on a peninsula, and not a very big one at that. There's a couple of resources around which might help for one or two cities, but I'm going to have to expand into the mainland quickly."

after meeting a neighbor on turn 8, i'd say so! everybody has different styles of course, but i prefer to have at least a bit of space of my own, not red borders on my doorstep right away. at least it's not "sprawl across the earth early and often" cathy...

"Just so everyone knows, it's Warlord difficulty - yes, nowhere near as fun as a higher setting, but I'm not skilled enough to play above Noble, and I usually play on Warlord. Warlord, Standard map with 7 Civs, Normal game speed."

there are different levels for a reason of course! well, i hereby forbid you to apologize for whatever level you find fun and right for you. of course you're also never allowed to take anything i say as absolute "you must do or not do xyz" so that kind of means nothing, but anyway ;)

i play different sorts of games on various levels and change around all the time, i'm an oddball. one thing i like about warlord level is that they don't expand really fast. the increase in speed of them grabbing land is biggest between warlord and noble, and between immortal and deity, IMO, it's huge. but if it's the level you're used to, then it won't be as much an "advantage" for you as it is for me in comparison to your last few games or whatever. anyway...

i think the settler pop may be a godsend especially with a nearby neighbor, hopefully letting us get another city/some resources without having to fight him for them yet. or if we want to fight him early, our free city helps us prepare to do it. my style is pretty much always to settle towards them and backfill later. doubly so here, stuck on the south pole as you are. health galore but not a single happy resource is there?

"I'll keep my second settler in reserve until I can find a good second spot to place a city." that's exactly how i think when i get 'em. it's super, but it's not something i need to use right away. wait til we find a good spot and can afford it. seems to me you have good instincts :) yes, this will be fun to watch :p. but caution, i ramble, didja notice?
 
Why wait to settle the bonus settler? My advice would be to immediately scout the north and plop down your freebie settler to the north so that it grabs that wheat tile and seals off your peninsula from the Celts' neighbors.

You mentioned that you researched fishing, but have you started on workboats? 3 clam tiles = 12 food and 6 commerce, nothing to sneeze at in the early game. Throw on a stone tile for 1 food / 4 hammers and a plains cow (3 food / 3 hammers IIRC), and a couple of plains hill mines (4 hammers each), and you have a great city that makes money and produces units fast. Just crank them out and never worry again about food in your capitol.

I can't tell what techs you currently have, but getting the Wheel, Masonry, and Animal Husbandry are key, along with the obligatory Mining and Bronze Working.

If your foe is as close as it seems, it may be best to go ahead and get Iron Working and put the poor sod out of his misery, Gallic-style.
 
Why wait to settle the bonus settler? My advice would be to immediately scout the north and plop down your freebie settler to the north so that it grabs that wheat tile and seals off your peninsula from the Celts' neighbors.

my preference is to see what's between us (oops, Tai -- i get involved in these threads! *giggle*) and the neighbors. we're lacking happiness resources for sure, and of course we don't know about strategics. from my observations, if we settle in Russia's direction, Peter will stick closer to his home base and not go around us. he won't put his 2nd and 3rd cities between our city #2 and our capital. so by that theory, sealing off the peninsula is taken care of even by not actually sealing off the canal tiles with our cultural borders. if we literally seal off the peninsula right at that wheat tile, we might be stuck with only the peninsula and have to fight our way out, which isn't our goal with the RP here. this all depends on the layout of the land of course, so as you mentioned, we need to scout out the north first.

Peter won't make a settler right away, he's expansive so he gets a bonus on workers but not on settlers, and the AI doesn't start out with a worker or knowing archery on this level, so they don't expand real fast. they can pop settlers from huts just like we can, but from what i've noticed they don't use 'em right away. i've even played games where i opened WB and flat-out gave them each a settler and an archer to defend a new city with, later than this, and it sat in their capital for at least 10 turns, more for some leaders. i think they're programmed to be paranoid about maintenance really early at that level? oops, disclaimer: that was pre-BtS so better AI may have changed that. i still haven't seen them snake around to settle some of their first cities between mine on any level in BtS. later in the game sure, but not their first few.

anyway, that was my thinking. as always, my posts should be taken as rambling and can be used as food for thought or just plain ignored but shouldn't be taken as gospel ;).
 
Crappy little dot of land. Not at all like the green fields of celtic stories.

Agree with other in that don't delay in planting the second settler.

However, with the horrible options open to us I would perhaps suggest a small peek at the possible mainland. Might by some better resourse close by and a canal city could be the go.
 
Ok, so my current plan of action is:

  • Scout the northern mainland. With the poor land available to us, this will be extremely important to try and secure some decent land quickly.
  • Get the second settler up to a good city position and seal off our peninsula. This is also important, but may be a problem as currently we lack any form of defense for our second city. All it'd take is one opportunistic barbarian warrior and the second settler is screwed.
  • Try to stop Peter from encroaching on our territory. At this early stage, the provocation for war would be extremely unwelcome as we cannot support a military quickly enough to do any damage. Yes, trying to take our territory even peacefully is provocation for war, remember. ;)
  • Get the resources hooked up pronto. As Slobberinbear mentioned, the capital has a strong bundle of resources. If we can get them all hooked up quickly, we shouldn't have to worry about food ever again. However, the stone is my current priority - once that's hooked up I can work on a workboat with the hammers.

Sound good? I hope so, 'cause that's my plan of action. Playing the next round of turns now. Ten turns again, and if nothing interesting happens, twenty. ;)

Oh, and KMad? Feel free to get involved in the game. ^^ I like working with people, two minds are better than one after all. And considering your 'permanoob' status you seem to know what you're doing, and your plans of action are pretty sound.
 
Ok, I played through to turn 31. Very little of interest happened. I popped a pair of huts (one quite close to Russian borders... what were you thinking, Peter?), one of which gave me a second Scout, the other of which gave me... Another Settler! ^^

The World As We Know It 2760BC:
TheWorldAsWeKnowIt2760BC.jpg


And the current Tech Tree:
TechTree2760BC.jpg


The second settler is currently 2n1e of the City One spot, with a healing Scout as its only defense from the rampaging lion around my countryside. Once the lion's out of the way we'll move to settle that spot.

The third settler is still waiting in the capital. Since we now have three possible cities without even having the chance to get warriors out for defense, I think we can wait a little longer on him.

Sorry for no fancy RP writeup of events. They really weren't that interesting, and I just woke up. ;.;
 
First city really should try for some copper. However, can't see any hills nearby.
 
Yeah, that sort of bit for me. I'm not sure if I should go for Archery to play safe, or go for Iron Working and gamble on there being iron around instead...
 
i see captions for the world as we know it, and the tech tree, but no pictures! i'm lost *giggle*
 
now i see them! i'm not awake enough to dot map 'em, but i can see them :)
 
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