CG1: Monarch Domination Variant

Okay I will grab the .sav and play this morning.
 
2250BC (0) - Surveyed the scene, all looks as good as it can be.

2510BC (1) - Worker completes road to Dyes. Moving to other Dyes square to have some trade bait.

2470BC (2) - Nothing of note.

2430BC (3) - Just noticed settler in capital will be complete way before city is large enough. Not sure what to do about that. Barracks maybe? Leaving as is for now.

2350BC (4) - Mysticism discovered, going for Iron Working.

2310BC (5) - Switched Persepolis to barracks, no sense in wasting production time.

2270BC (6) - Working clearing jungle near Pasargadae.

2190BC (7) - Barracks built, working on Settler now.

2110BC (8) - Not much of note.

2070BC (9) - More nothing.

2030BC (10) - My turn has ended. Settler will be done in 2 turns, Iron Working in 4 turns. My suggestion for settler is to plop it down directly in the center of the 3 Incense. This gives us all of the luxury and a coastal city. Will need irrigation, another worker would be helpful there.
 
Ok, I got the .sav, will play tonight.

Lineup:
Me---->Up now
Evincar---->On deck
Lkysam
Erik
Lt. Killer
Dredd

Good job so far guys, I think we should grab Great Lighthouse, will really help in island grabbing.

CG
 
Everyone will play FIFTEEN turns from now on, until I say to switch back to ten. Make this game run a little faster.

Here are my fifteen:

(0) Pre-turn. Shaka disgusted with Mysticism for the Wheel. Foolish AI. Looking at the position, I am really seeing the challenge in not being able to attack the AIs on our island. Greece has ONE city, and is already hemmed in by us and Rome. I don't doubt that he will get killed. What I fear, in the long run in this game, is us having to face a 900-pound gorilla, like Rome taking all of the continent but our tiny corner.

(1) I'm putting a city on incense, mainly so the AI can't get it, and also it is a coastal city (even if it is all desert and a half-city under major culture pressure). North west is jungle, anyway. Anyway, nothing happened this turn. Just worker production.

(2) Settler built, granary set to build in 20 turns, although Perseopolis grows in 5. The desert spot will NOT be a choice city area, as it has massive overlap with both Greece and Perseopolis, but getting two lux this early is very good. Also, it seems we have found the end of our fertile area, as northward holds only jungle (apparently). Our gpt drops to -1, which bugs me. Its either Iron Working in 3 turns at -1, or in 4 at +1. I take the four.

(3) Just settler movement.

(4) More settler movement.

(5) Susa founded on the incense. I decide Susa can build a temple straight away, as it is right next to the Greece capital. I used that warrior on the mountain for an extra defense, until a spearman could be built in Susa. Was that warrior to see if Greece builds there, or does he have some other purpose that escapes me?

(6) Greece offers contact with the Japanese and Chinese for Iron Working and 15 gold. I accept, although I don't think this was the greatest deal. However,contact is important. We discover Iron Working, and I am unsure of what to research next. Wheel is already widely known, and Writing is known by just two civs. Math it is. I was just about to hit enter when I saw...Iron in our territory! It is east of Perseopolis, on the border with Greece. This means Immortals. However, in this game, I don't know how important ancient warfare is going to be, because our main effort will be spent on colonizing the islands. It seems most fighting will be in late Middle, Industrial ages.

(7) Worker finishes clearing jungle, heads to hook up Iron. I decide I can leave one warrior in Susa and have the 2nd explore. Even if NW is all jungle, we should still take all the land on our main island we can get---every extra city is one closer to Domination.

(8) Worker heads to Iron.

(9) Worker heads to Iron.

(10) Worker hooks starts to hook up Iron, done in 3 turns. I decide to play another 5.

(11) Japanese settler/warrior combo spotted in Roman territory. The Japanese are probably above Romans and Zulus (I base this on how fast they were contacted), which means that they already ran out of room up there.

(12) Japanese settler/warrior cross into our territory. Pasargadae is still not expanded, so asking them to leave will do nothing. I think we may only have 3 or 4 cities on this mainland. We need to get math, trade it for Writing, then get Map Making ASAP.

(13) Japanese settler crosses back into Roman territory. Who knows, I think they saw my warrior approaching. Roman border appears in jungle, about 7 tiles away.

(14) Our warrior moves into jungle, I see the border is a third city for Rome. This means we are hemmed in; we can only have max of four cities on the mainland (one desert and one half-city). This start is cramped.

(15) Pasargadae finishes temple, starts on worker (rushed this, feel free to change). So it seems that we are going to have 3-4 cities on the mainland, maybe more if apparently open space to the NE proves promising. This is it for me.

Ok, here the lineup:

Evincar---->Up now, 24 hrs to confirm
Lkysam---->On Deck
Erik
Lt. Killer
Dredd
Me

CG
 
cgannon: don't fear Rome too much. We just need a few settlers handy - and if he starts taking over land he will leave gaps that we can settle. Then, we can culture-war him down :D
 
Originally posted by Lt. 'Killer' M.
Then, we can culture-war him down :D

Speaking of which, I am considering a new rule: we cannot accept culture flips, we cannot use propaganda, we cannot recapture any cities we lose on the mainland.

This would give yet another challenge, and make sure that we don't just use propaganda to take the whole island (read Sirian's report on the passive-agressive game at RBCiv---it is very effective!)

So, a new rule: We cannot accept any culture flips, use propaganda to take cities, or recapture any cities we lose on the mainland.

I want to make this as hard as possible! :D

CG
 
Originally posted by Lt. 'Killer' M.
:(

Hehe, yes, I am stacking up the odds. That was my vision when I saw the map, but I unfortunately failed to see all the loopholes. My vision was having only a few cities on the mainland, and having the entire outer islands to ourselves. I also wanted all the mainland wars to be purely defensive, us keeping the enemy out of our homeland, and yet taking their foreign colonies.

Hard? Yes. But, I didn't want this to turn into a passive-agressive game. I wanted it to be a purely military game---but only military in foreign lands.

I'm going to have all my SGs as variants, and not all easy.:D

CG
 
Originally posted by Lt. 'Killer' M.
OK, let#s kick some ass. But i take it we can at least settle agressively?

Yes, of course. We can also kill units on the mainland, and destroy improvments on the mainland. We can bombard cities on the mainland. We can't take cities on the mainland, whether through capture, culture flip, bribe, or in a peace treaty. Once the AI has a mainland city, even if we founded it, THEY keep it.

I'm trying to decide what my next SG should be (even though this one just started). I'm thinking Pangea, but I'm having a block on how to make it a variant.

CG
 
I got it. I recieved Cgannon's PM. The rules make it really intereseting specially because defending a city is key. Anyway, if we are declared war, we have the "plan B". Just go to their land killing every non city unit we have and pillaging the land back to 4000 BC. That should cripple them too much to be a real danger anymore. Also, since we can't do anything about flips, Libraries will become a top priority, researching or not.

I hope I can post tonight.
 
Originally posted by Evincar
Just go to their land killing every non city unit we have and pillaging the land back to 4000 BC. That should cripple them too much to be a real danger anymore.

Read Sirian's latest report (passive-agressive at RBCiv). It is amazing how effective it can be to destroy all improvements---he practically destroyed France this way, starving all the cities to low sizes. Amazing.

Anyway, lets keep this game rolling along!

CG
 
Okay, here it is:

Pre-turn 1550 BC Renegotiated Peace Treaty with Greece for the Wheel, minus 5 gold I gave him to sweeten the deal.
Same with Tokugawa for 18 gold
1525 (1) Rome asks us to leave their bords. We'll do it by the other side ;). Research at 100% to have Maths in 1 less turn.
1500 (2) Argh, there's no free land for our warrior to leave. Persepolis expands.
1475 (3) Caesar gives us an ultimatum: Take it easy man...Persepolis finishes granary and starts worker, which we definitely need
Worker moved to hill near incense to mine it.
1450 (4) Parsagadae expands. Almost no land to take. Changed prod in Persepolis to Settler before it's too late...
1425 (5) zzz what about a nice road to Rome...trading is good when you can't kill them :) .
1400 (6) Research lowered to 80% to save some cash
1375 (7) We get Maths before anybody else!!! Maths to Chinese for Horseback riding, writing and 23 gold.
Everyone else is broken, so no more tech whoring...Research changed to Map Making (absolutely basic)
1350 (8) Checked diplomacy. Nothing. Rien de rien.
1325 (9) Persepolis builds settler, starts spear. The greeks are wasting their time in a funy way...
1300 (10) Parsagadae builds a worker to clear more jungle.
1275 (11) Lalalala...
1250 (11) Arbela founded in a pretty much ICS position.
1225 (12) warrior goes to Arbela to garrison it. More mines near Susa.
1200 (13) Clearing jungle is NOT fast even with industrious...
1175 (14) Persepolis finishes spearman, will do a temple now. If you think I'm paranoid about culture you are right, but the main reason is that I want the city to be able to grow happily, since it's possibly our only hope to get the Lighthouse.
1150 (15) Worker sent to make a road to horses. End of Evincar the Brief rule ;) .

Well, things are going reasonablely good. Maybe we need more workers. We can also plant a city E-NE of Parsagadae in an attemp to steal Roman dyes, but this is too risky for the profit. Don't forget to renegotiate peace with Alex. We may get Map Making before anybody else, and that could be huge. Persepolis has the option to switch from temple to something else as a prebuild for the Lighthouse.

I haven't hooked spare incense now, but it makes no sense until we can trade with the Romans. Greece just won't give us a penny. Making Susa grow to 3 would be great.
Next one will get MM. Good luck, it's quite a challenge. In fact, I'm really pleased with the custom rules, under standard ones we could have taken over Greece yet, and kill everyone too soon.
 
Nice set Evincar. When we get Map Making, first priority should be to settler that 2-3 tile island to the SE. Then explore. I have seen the whole map (made it in editor), but I don't remember to much of it. HOwever, some islands are only availible through sea, so Great Lighthouse is a MUST.

Lkysam---->Up now (24 to confirm)
Erik---->On Deck
Lt. Killer
Dredd
Me
Evincar

Off-Topic: I already have an idea for CG2, but I'm wondering whether to make it Civ3 or PTW. We will probably finish this game around the time PTW comes out, but everyone might not get it, so....

[Hints at CG2: No transports conquest maybe, can you say all helicopters, all the time?:D]
 
Lkysam is now SKIPPED, and is benched until he posts on this thread again. By benched, I mean he will continue to be skipped.

So the new lineup:
Erik---->Up Now (24 to confirm)
Lt. Killer---->On Deck
Dredd
Me
Evincar

Benched:
Lkysam (will be benched until he posts)

I would like to keep this game moving along, I want to finish it before/around the release of PTW.

CG
 
OK, cya.
 
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