Bugs1 (PTW) - The League of Ordinary Gentlemen

Sir Bugsy

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Here is the thread for the PTW version of Bugs1 – The League of Ordinary Gentlemen

So here’s the idea. We are just ordinary gentlemen who believe that chivalry is not dead. There will be at least three civilizations that are headed by ladies. It will be our goal to defend their honor and their civilizations, and avenge all wrongs that are done to them. If one of the lovely damsels are in distress, it will be our duty to protect them and avenge any losses they may suffer. Further, a gentleman would never try and take advantage of a lady. If they offer us a deal, it would be ungentlemanly to haggle with one of the ladies and we should take their deal as offered. It will be our duty to be more than fair in any dealings with the ladies. If they decide to be unladylike and fight between themselves, we will need to place ourselves between them and prevent them from damaging each other.

If a male aggressor captures one of their cities, it will be imperative that we recapture the city and return it to its proper owner. In fact, we will need to punish the aggressor. If one of our ladies decides she doesn’t like us and decides to attack us, we can defend ourselves and our lands, but we can’t go on the offensive. As soon as we can make peace we should do so immediately within reason. If one of the ladies wants all our cities for peace obviously that isn’t reasonable and would detract from our ability to protect and defend them from aggression. If, God forbid, one of the ladies is destroyed (unless it is by one of the other ladies); we will vow to bring her murderer to justice and see that he is tried and executed for his crimes.

If one of the ladies wins, that will be considered a win for us. I will enable all victory conditions, but obviously conquest will be impossible unless we are completely inept in our duties, and domination will be difficult to achieve with these restrictions. Most likely, a diplomatic or spaceship win will be targets for our gentlemanly civilization.

I was thinking about a large map with three ladies and seven male oppressors. A pangaea would make the most sense. We would also follow RBCiv rules and avoid exploits. We are honorable gentlemen after all.

If there is ever any question that arises during the game, we shall always follow the honorable and chivalrous path because we are the League of Ordinary Gentlemen.

Since we are gentlemen, we will not strictly enforce the 24-48 rule, but all members of the league are encouraged to be courteous to fellow members and keep everyone appraised of their situation when their turn is coming up.

The Leagues of Ordinary Gentlemen are:

Team A (C3C)
Gengis
Yoshi
Bede
gorm
Bugs


Team B (PTW)
Denyd
Ankka
Grahamiam
Row and Live
gozpel


Civ: America
Land Mass: pandaea
Level: Emperor

Ladies: France, Egypt, Spain

Male Oppressors: Rome, Mongols, Zululand, Japan, Germany, Azteca, Arabia, Persia

All victory conditions enabled
Respawn: Off
Cultural Links: Off
Everything else Random


Start file: http://www.civfanatics.net/uploads6/Bugs1_Start.zip



Good Luck!

Note - Please don't look at the other thread until you have a full view of the world.
 
ok, here we go! :)

We're on top of wines and have a river due east... Looks like moving on the first turn may be a good idea... Looks like the scout has some work to do!
 
Originally posted by grahamiam
Looks like the scout has some work to do!

:lol: My thoughts exactly when I saw the map.

So get this baby going denyd and good luck :)
 
Let's get this thing started.

As I see it there are 2 worst case scenario's.

1. We are surrounded by the ladies and can't expand at all

2. The ladies are no where in sight and we can't defend them
(corallary: we are gilligan'd - alone on a island)

Since we can't do anything about either of these, let's see where we go from here.

What we know:
1. We are starting with pottery & masonry + 1 scout.

2. We are on some grapes and can see a river to the E and probably a coastline to the NW.

3. All of the level 1 techs are in play at the start

What I propose to do in my set of turns (do I open with 10 or 20?)

1. Move the settler 1 E to get him on the river - have the worker start to road on the wines - send the scout south searching for babes and huts

2. Settle on the river and start researching The Wheel. This allows the rest of the level 1 techs to be available to out hut popper. Have Washington start by building a couple of scouts and then a granary followed by settlers.

3. Use city #2 (New York ?) as a high shield city starting with a barracks and then warriors

Questions for the team:

1. RCP - OCP - ICS for the city location planning?
2. Do we want to try for any early wonders?


I've put getting a couple of cites on the map before building military as a plan and I don't think the ladies will need protecting pre-3000 BC(as if we'd be able to do that anyway)
 
Confirmed. Which thread is this one, A or B? Never mind.

Denyd, your plans match what mine would be, except for going quite so long with no warriors. Which ever system of city planning is fine, someone else can decide.

Hopefully the late UU will be useful in our quest, but I doubt it.

Unless we can get the Colossus, I'd save our efforts for Leo's.
 
Originally posted by denyd

What I propose to do in my set of turns (do I open with 10 or 20?)


Sounds like a good plan, though IMHO, I would throw 1 warrior into the scout builds just to escort the 1st settler.

IMHO, prefer RCP, 2 cores, then dense build outside the 2nd. just a personal preference, though, and the terrain may not allow it so we should be flexible. If we find after the 1st couple of cities that RCP is no good, then we could revert to ICS [edit] or just stick 'em were they look good!

Also, open with 20 turns and good luck! :thumbsup:
 
I'm never fussed about perfect city placements and I seem to survive anyways. Everything depends on the map and my main thought about cities is that as soon they are founded, they build something sooner or later. This makes it easy :)

If we lose a shield or a gold by corruption, I couldn't care less. The important thing is to get those cities in the first place.

So what am I saying really? I trust your judgement :)

Just remember to irrigate that wine!

"edit" - Someone mentioned Colossus, I like that wonder so if there is a good spot for it, we should try to get it at least.
 
Originally posted by grahamiam
IMHO, prefer RCP, 2 cores, then dense build outside the 2nd. just a personal preference,

*Sob!* I wish we got 2 cores.

Good luck guys!!
 
FIRST THE SAVE

Then the turn log: (BTW: I like to name my units for easier tracking in the early game)

4000 BC – Turn 1 – Reset to my personal preferences – Sue (Worker) starts road – Boone (Scout) S-S spots lots of desert – Settler E bumps into a wheat across the river (yummy)

IBT: Nothing

3950 BC – Turn 2 – Settler founds Washington, starts scout – Boone S-S finds lots more desert – research set to at minimum for Ceremonial Burial

IBT: Sue completes road to wines

3900 BC – Turn 3 - Sue moves to wheat – Boone SE-S there are some mountains to the east

IBT: Nada

3850 BC – Turn 4 - Boone S finds a hut –SE to pop hut for a warrior – Rambo (warrior) SE finds a pair of cows – Sue starts irrigation

IBT: Even more nothing

3800 BC – Turn 5 - Boone SW-S spots lots of plains – Rambo E

IBT: Sue completes irrigation

3750 BC – Turn 6 - Sue starts road – Rambo NE finds a deer and some woods – Boone S-S meets a Jaguar Warrior – Contact Aztecs : Polite, 1 city, 35g, tech: Warrior Code & Ceremonial Burial, down Masonry – Possible trades here, but I decide to wait

IBT: JW moves north

3700 BC – Turn 7 - Boone S-SW meets a Aztec Archer, spots a cow and some green border – Rambo E

IBT: Another Jag warrior passes by – Washington to size 2 – Sue completes road

3650 BC – Turn 8 - Boone W-W finds a coastline – Rambo E – Sue moves to BG

IBT: Teal warrior meets Rambo – Washington Scout->Granary

3600 BC – Turn 9 - Lewis (scout) E-E spots a cow, a fish in a lake & 2 FP – Sue starts road – Rambo NE – Boone W-NW spots Gems – Spain (teal): Annoyed, 1 city, 10g, tech: up Alphabet & Ceremonial Burial, down Masonry & Pottery - Trade time – Trade Masonry to Aztecs for Warrior Code + 23g – Trade Warrior Code + Pottery + Masonry + Warrior Code to Spain for Ceremonial Burial + Alphabet + 10g – Spain now cautious – Research The Wheel at minimum

IBT: Spanish warrior moving

3550 BC – Turn 10 – Rambo N spots hut – Lewis NE-E spots BG + lots FP – Boone NW-NW spots wheat & fish

IBT: Sue finishes road

3500 BC – Turn 11 – Boone NW-NW to the coast – Rambo pops hut for local map lots of plains & a deer – Lewis E-E spots incense – Sue starts mine

IBT: Boone spots red warrior – Washington culture expands & hut to N

3450 BC – Turn 12 – Lewis NE-NE – Rambo N – Boone SW spots gold – Japan (Red): Annoyed, 1 city, 10g – Tech: up The Wheel down Masonry, Alphabet, Pottery, Warrior Code – Trade Alphabet + Pottery to Japan for The Wheel + 10g – still annoyed – Research Bronze Working at minimum (last level 1 tech)

IBT: Warriors move

3400 BC – Turn 13 – Boone W-NW spots gold mountain – Rambo NW – Lewis S to incense spots more FP - Horses SW of Washington

IBT: A couple of warriors move

3350 BC – Turn 14 – Boone W – Sue moving to grapes – Rambo heading home – Lewis NE-NE in desert

IBT: Warriors move

3300 BC – Turn 15 – Sue starts to irrigate wine – Washington to pop 3 – slider to 8-1-1 – Lewis NE-NE spots huts – Boone W-NW along the coast

IBT: Spanish warrior moves from view

3250 BC – Turn 16 – Lewis pops hut for a settler, sending him home – Boone NW in very rough terrain spots a Jag Warrior – Rambo NE – Trade Warrior Code to Japan for 25g (before Aztecs can)

IBT: All warriors now out of sight – Sue completes irrigation

3200 BC – Turn 17 – Sue moves to road the woods – Settler W – Lewis W-NW – Rambo N – Boone W

IBT: Boone meets yellow scout

3150 BC – Turn 18 – Boone W spots yellow border to the west and red to the south – Sue starts road – Rambo N – Settler W spots hut – Lewis N-N spots hut – Mongols (Yellow) – Polite, 1 city, 18g – Tech up Bronze Working – down Alphabet & the Wheel – Trade Alphabet + The Wheel to Mongols for Bronze Working + 18g – Now researching Mysticism

IBT: Mongol scout moves off

3100 BC – Turn 19 – Boone W-W along Mongol border – Rambo N – Settler W – Lewis pops hut for 25g - Now we know Egypt (are both Mongols & Egypt yellow???) – Egypt is polite, 1 city, 2g – Tech up none, down Alphabet & The Wheel

IBT: See a yellow warrior/settler team (they are Egyptian)

3050 BC – Turn 20 – Boone W-W reaches gold mountain – Rambo N next to a hut spots spices – Settler pops hut for a conscript warrior – Conan (warrior) N spots a horse – Lewis W-N spots black settler – Zulu (black) is polite, 1 city, 60g – tech up none down Bronze Working, The Wheel & Alphabet, also has a spice – Trade The Wheel to Zulu for 60g

Then for the lurkers & visual people:



Huts have been poor so far: 2 warriors, 1 map, 25g and 1 settler. Rambo will pop another one next turn. I changed from 2 to 1 new scouts after finding the Aztecs & Spain so close. We're doing very well on cash (268g +5gpt) and tech (all first level). We need to get that settler factory working (that's a weak spot of mine). I hope irrigating the wines was the right thing to do.

I'll check back tomorrow
 
nice start denyd :) thanks for the map as I am one of the "visual people" also, i love free settlers!

i will try to help a little with the settler pump (i'm @ work now but this is more fun ;) ). i'm by no means an expert but i can look at the tiles and give an opinion.

i don't think we're going to get a 4T settler pump at Washington unless we get lucky and a couple of bonus grasslands are under the forrests. Right now, I believe the situation is as follows:
City center: 2f, 1s
irr. wine: 3f, 0s
irr. wheat: 4f, 0s
mined BG: 2f, 2s

total @ pop 3 = +5fpt and 3spt (nice)

at size 5, if we work 2 mined grass or 2 irr. plains, we will still have +5fpt but only 5spt :( however, assuming that the computer will switch over to the river forrest when Washington grows from 5 to 6 (giving us 12 shields after 2 turns), we can keep working the forrest for +4fpt and +7spt, thus giving us a settler every 5T.

This analysis may be incorrect as I do not know whether the mined grassland has a shield bonus or not and I can never figure out how the computer determines which tile to work when pop grows. also, there may be a more creative way to MM the tiles that I can't imagine (i'm only on my 1st cup of coffee).

two other items to consider: IMHO, slow down the pop increase in order to get a full granery when we grow to pop 4 and we may want to build a couple of workers before we turn the settler pump on.

any opinions on were that settler should go?

{edit} I see Sue worked a BG. it would help if I read everything thoroughly instead of glancing thru it :rolleyes:
 
Hmm... nive start, denyd. :)

I'm busy today, so grahamiam, please go ahead and play. :)
 
Here is what Washington's up to:



And for those who want to start a possible dot map



We're off to a pretty good start having all the level 1 techs without getting any help from the huts. That's at least even with everyone else. I've kept research low hoping to get some help from the huts. Keep researching the cheapest tech as you can't get what you're researching from a hut. We've got a good treasury (261g +4gpt). Nobody else has a second city yet, but the settlers are out there now, so our hut settler should keep us even and with the granary in place, we should be able to out settle all of our neighbors.

To protect the ladies we'll need to do a couple of things:

1. Find Joan - we can't help her if we don't know where she is
2. Take out the Aztecs and close off the southern land bridge
3. Take out the Zulu and Isabella is then protected from land invaders
4. The Mongols and Japanese must go, so that Cleo is protected

But before all this, we need some more cities & military. We are 3 turns from a granary and Rambo will be popping a hut next turn (Iron Working, Writing, a settler or a town would be nice) and Hut Settler is 4 turns from the hill E of cow & NE of fish (a great spot with shields [hills & cow] & food [FP & fish])

With luck the next set could see 3 new cities on the map. The first should concentrate on getting a barracks & veteran warriors. They'll be doing MP duty until IW is acquired, then paying a visit to the Aztecs.

The Aztecs have to go to 3 reasons:
1. They are a threat to Isabella
2. They can control the land bridge and trade routes west
3. Their city names are absurd !!

Keep Boone going W and Lewis going NE looking for Joan and huts to pop. Use Conan for the NW. After Rambo pops the hut, have him move to Washington to MP. That will allow us to reduce the lux rate.

If we could grab the spices to the north and incense to the east, our happiness problems would be solved until 5+ city sizes. We need to be sure to claim those southern horses.

A good start, but still a lot of work to do.
 
Originally posted by Ankka
Hmm... nive start, denyd. :)

I'm busy today, so grahamiam, please go ahead and play. :)
Ankka, I won't be able to get to this for another 9 hours so if you find time, please play. Otherwise, are you asking for a skip or a switch?
 
Switch, really.

I'm not even sure if I can play tomorrow... But I hope to.


BTW, I'm hopeless on trying to figure out on how to put up a settler factory. How is it easily counted?
 
Originally posted by Ankka
Switch, really.

I'm not even sure if I can play tomorrow... But I hope to.

BTW, I'm hopeless on trying to figure out on how to put up a settler factory. How is it easily counted?
ok, i'll play and post tonight. as far as the numbers go, i just used what was posted on cracker's opening plays site. he has a big table in there that i always reference. if you're still fuzzy, I can lay it out again in a less rushed fashion :)
 
Good start. I'm happy with the extra settler, he is more important than a couple of low level techs at this stage. Can we avoid tripping that GH before we placed the settler?

Nice to see the horse that close by, now we at least have something to lean on for our ( and the ladies) future. :) The mountains around our area has a good chance of providing iron, since the land seems pretty flat otherwise.

We have one luxury and heard of others. Lots of fog to bust still and what might we find there. Ah, I see them on the larger map now (gems and incense) Great!

I think grahamians analysis is correct for now, 5t settlers until we chop those woods and hopefully find another BG. If we do we have a 4t settler factory. Even if we have to chop down all forests, we still have to look I reckon. If worst comes to worst we can always mine a plain and the comp will use that when pop grows. Usually the computer uses extra shields when there is plenty of food.

I see denyd's point of next city placement (red ring), but unfortunately those mountains make that spot less perfect. My idea of a dotmap would be like this:

 
btw denyd, the save should be 3000bc, the 4000bc turn is "pre-turn" :)

Next player 11 turns to even it out?
 
Can't wait to see the next set tomorrow! I'll plan on tomorrow night, or in the unlikely event that my priorities are changed for me, then Saturday.

I agree on holding popping the GH until after settler placement, although this may lessen the value of what is popped. The white rings look good, since we can still pick up the cow and fish after expansion, but I think the red ring may be a better shot at a 4T SF (I haven't done the numbers, and am not too experienced at it yet).
 
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