CHUK1 The conquest they all hate

Jaguar Hunter, we'll see what happens, normally these SG's are get it in 24 hours and play in 48 hours, if your turn falls at the wrong time we'll skip or swap you (there is only 3 or 4 turns each anyway in this SG)

Embarrassingly I lost my turnlog after turn 8 but I traded world maps and got alphabet and a few minor techs from the AI, also i remember temporarily researching at 100% to get Marauding next turn, the French have it but maybe we still get a chance to trade it next turn

this is the turnlog I didn't lose

324AD (1)
Move horseman around looking for settler sites, we have no workers
Settle 3 cities, it will take a while to get productive here
Will have to use some of the horseman for MP, the others can search out the AI
Set science to Marauding to save a turn of research

326AD (2)
Settle 2 more cities

328AD (3)
Moving settlers / horseman, find a road and send horseman along it

330AD (4)
Now up to 8 cities

332AD (5)
9 cities founded

334AD (6)
10 cities founded

336AD (7)
All cities, founded, all making workers or further migrants, we need many many workers
We make contact with the Ostrogoths

338AD (8)
turnlog lost from here

territory so far
chuk1.jpg


The save

I am actually already concerned, I normally play as the Franks or Visigoths or Anglo-Saxons, with these you get a chance to get 15 ish well-packed productive cities assisted by lots of chopping, the Huns is another story though, there is room to expand but the terrain needs alot of work, and to work it defence is compromised, we have to be a little bit lucky diplomatically near the beginning with the lack of defence we have,.

Next player hopefully we can trade marauding to the AI for some benefits

Good luck

zurichuk (played)
DeceasedHorse (up next)
Bede (on deck)
Jaguar Hunter
Elvis1985
 
The one time I played the huns, I actually did not found at the start location, moving the majority of my citizens southwest (after finding that road) and set up my empire in the more fertile lands around what would be the Black Sea and the Caucasus mountains. This did put me rather far behind since I didn't found cities until later on, and it was on a rather low difficulty level since I had just started playing civ again (regent or something), and I didn't play the scenario for very long, so who knows how valid this idea is. Either way, I would suggest settling in that direction, although the tribe to our west (Ostrogoths?) may gt there first at this level.

I'm not sure if I will be able to play. My home PC does not even boot up currently (advice:don't mess with the BIOS). I will be doing my best to get back on-line. If I am not able to get up and running by tommorrow, I suggest skipping me.
 
sorry DH, corrected it now

didn't think about moving all the settlers down the road, hope that hasn't messed it up too much, used to playing a central civ, in any case in my opinion we have at least 50-70 turns of improvement, military building and diplomacy before we make our move (AI skill permitting)

i can't remember which patch i played in, i think it was 1.13 (there's a small chance it was 1.15 though), think i'm becoming senile and losing my memory :)
 
Like I said, i have no idea how ell this works; I just figured that our settlers had to have been given a 2 move for some reason ;)

I'm still on 1.13; 1.15 will not install on my computer

Pre-Turn: Deceased Attilla, warlord of the Huns, slays his brother Bleda-chuk and siezes the reigns of power. Hit enter.

1.) Many workers complete, many more started. Start a barracks in Madra. Maurauding completes...Damn. All other barb civs are either completly broke or already have it. The non-broke ones have sailing and math. I start a 100% sci drive towards literature; we will obviously need the ability to sign MA's anyway and hopefully it will be tradeable. Due in 8.

2.) Settlers en-route

3.) Workers build, start more. Trade Maurading to the Vandals for chump change and sailing.

4.) Dobrich founded. Starts worker
;) Buy contact with Celts and Anglo-saxons for 40 gold+WM from western Rome. Both broke.

5.) Horsemen spot, ironically enough, a barbarian camp. Found Bourgas, start (you guessed it) worker.

6.) Horse kills barb raider, gets 25 gold and promotes. Trade WM for Persian TM (best I could do) Persia is getting rather large, perhaps they will be our weapon against Eastern Rome. We need MP. Our Warrior analogue costs half as much as a spear. Therefore, I will suggest building those first while making sure NOT to connect our Iron, which will force us to build the swordsmen-barb until we are more developed.

7.) Found Fur-City, next to some furs, oddly enough.

8.) Found Shumen to our far west. Writing completes. Writing+10 Gold to Franks for mathmatics. Buy 2 slaves for 40 gold, writing, and contact w/celts with the Visigoths. Start on Pillaging at 100% science, due in 9 w/-1GPT. I think that nabbing the Scourge of God wonder for our Huns would be quite appropriate.

9. No changes

10. Barbarian raider kill a migrant moving north :mad: We are badly behind military-wise. Pop-rush a Barracks in Great Bulgar; once it grows back to size 2 it can produce a raider every 2 turns (I believe). Dobrich riots, give it an entertainer until it finishes its worker and drops back to size 1. Madara will finish its barracks in a turn-it has a bonus grass currently being mined, so it should have (relativly) high shields and can also build military; if mm'd it can probably also do a raider every 2 turns. Have a garrisoning horse get revenge on the barb that killed our settler. We are up to 11 workers plus our 2 slaves, but not an auspicous start overall. This has been more difficult than I expected because of all the happiness problems; get those furs connected ASAP. I wouldn't recommend linking up the iron until we have sufficent mp provided by the 10-shield raiders; once it connects we will have to build the 40 shield Gallic Sword analog, something we obviously can't afford yet. No embassies established; our treasury can keep us going at 100% sci for quite awhile untill unit costs catch up with us or we are forced to resort to the lux slider, which is not very efficent since it will require 20 or 30 percent sometimes to generate a single smiley.

The Coming of the Huns
 
Deceased Attila has returned to wherever the ghosts of Hun warriors go and has bequeathed the tribe to Shaman Bede

Bede assembles his Tribal Council and the advisors suggest trading maps for a boost to the treasury There's about 30g out there between the three empires able to trade A fatter purse means accelerated research towards the Scourge of God so Bede peddles the map around the table Theo gives 20g plus her Territory map, the Persians add 8 and their Territory map and Caesar adds another 7 and his map for a gain of 35

I'd really like to get my hands on Map Making to empty the treasuries of the others but the three that have it want at least ~400g so I pass for now as if I chose I could do it for 299g There's not enough gold left among our neighbors to recover the cost

Looking carefully at his contract Bede realizes that victory in battle will be a critical component of long term success Accordingly his forces will head out on a barbarian hunt to pick up more gold, promotions and victory points

There are some seriously unhappy tribesmen as Polvdiv grows and riots

T1 366AD
Madara has its barracks

T2 368AD
Bede ponders the future and reassigns tribesmen to collect taxes and research technology

T3 370AD
The tribe works, explores and trains raiders

T4 372AD
The tribe works, explores and trains raiders

T5 374AD
The tribe works, explores and trains raiders

T6 376AD
Byzantines start Justininan's Leadership
The tribe works, explores and trains raiders

T7 378AD
The tribe works, explores and trains raiders

T8 380AD
Pillaging comes in and Bede is disheartened to learn that all his neighbors have already learned it and also have Code of Laws The Celts have Code of Laws and will sell it to us for Pillaging when Brennus throws in 2g as a sweetener I buy it as we could use the Courthouses The treasury holds 243g and earns 1gpt Barbarian Leadership is due in 9 and Pliska starts a Temple to get a 45 shield start on the Scourge of God there are barbarians in the desert around Shurmen and the forests north of Fur City The garrison at Fur City head north through the grasslands to find their camp

T9 382AD
Garrisons complete in several towns and they switch to temples for the border expansion

T10 384AD
The tribe works the land, trains raiders and builds temples and courthouses
Here's the save
http://www.civfanatics.net/uploads6/Chuk1_384AD.SAV
 
well played guys, these huns are quite a difficult Civ to play i think

i'm looking back on my trial game before suggesting this SG and we have time, unfortunately in the trial game the Huns started to lose cities around turn 50, but all Eastern Roman cities were still there in turn 85 with the Celts having taken 5 of Western

so keep it up and hope we don't get attacked as we/the Huns are vulnerable (suck up to any demands please)

zurichuk
DeceasedHorse
Bede (just played)
Jaguar Hunter (up now will skip if not played by Monday)
Elvis1985 (on deck)
 
From beyond the shroud of death, Deceased Attilla returns to the lands of men to breath new life into his people (and the sg). The mysterious fate of Blede-chuck fills the hearts of the hun warriors with doubt, but the undead warlord vows to succeed in the goal of making other people kill the Romans!

Preturn: Switch a few builds around

1.) Velkili Preslav worker->worker
Madera raider->raider
workers work.
Hit enter

2.) Not much. Start looking for a place to start on Scourge of God. At a pathetic 2spt, our capital is out. Pliska, to the north, is currently getting 6spt. Sadly, this is our best-producing city ATM. The temple currently building there will be a prebuild, I suppose, since furs will connect shortly.

IBT: Romans start Justinian's Leadership. I look this up, and it turns out to be Sun-Tzu's clone.

3. Furs FINALLY connected [dance]

4. Income drops a bit as taxmen are fired in the eastern half of the 'empire' (west still not connected to the east and thus the furs)
5. tech-check: hmm, franks and ostrogoths have somehow aquired polytheism and construction from somewhere....
neither will trade. Anglo-Saxons behind pillaging, but only have 10 gold to spare.
6. Barbarian Leadership comes in. Start on map making @20% ( I see no real need for any other techs at the moment, and we get +46 GPT this way. Pliska switches to........THE SCOURGE OF GOD.........the coolest wonder ever.

The Sassanids lost Persepolis to the Byzantines at some point.

We can buy whatever tech we want at this point. I decide to get map-making off the persians for our treasury, wm, and 6 gpt (ouch, but hopefully I will be able to make some map deals and recoup our losses. Trade MM and 1 gpt for polytheism (useless tech, but required to advance to the next age which will let us build Heavy Cavalry-not sure if this is worth it though, since we may as well produce warlords if we want to spend 70 shields on a unit. Switch research to Currency. Start selling and trading maps around. End up with a complete map, more or less. Starting with the barb civs proved best, as the East Romans wanted 33! Gpt for their map initially, and ended up paying 7 for ours. Despite some costly purchases, we end up at 81 gold and an Anglo-Saxon slave laborer at the end of the wheeling-and-dealing.

7. Keep building more dudes
8. ditto
9. Kill a barb
10. Plovdiv grows to size 5, hits disorder. Hire taxman. Raising lux tax not cost effective at this point (only needed in size 5+ cities w/full mp). Luxuries are available from either of the Roman civs or the Sassanids, but for high prices. Everyone is still stronger than us militarily. Scourge of God due in 18, no one else building it or capable of building it. We are up to 16 raiders plus our 15 horsemen.
The dreaded Huns
 
:goodjob:

Got it

Since the others seem to be KIA do we want to advertise for more players?
 
404AD

An apparition appears in Great Bulgar, the shade of Shaman Bede has returned!! Deceased Attila has returned to the Land of Shadows and the tribe is in deep mourning.

Looks like another round of map trading is in order as our barbarian neighbors have some cash

The Vandals add 26g to our treasury

Brennus is broke

Theodoric is broke

Visigoths add another 73g to the hoard

The 'civilized' nations all have currency and it's on offer for ~380g Our current research cost for currency is 350g to completion buy it from Teddie for 320 (280+2gpt) and our WM Crank up research on Sacking to ten turns

Settler is dispatched to hole in center of empire. Captures a an easily watered cow Stara Zagora changed to temple to pull in grass-fed beef next to river and tax collector is put back to work

Replace clown at Dobra with tax man to replace lost income Replace taxman at Plovdiv with scientist Research on sacking drops to 9 turns Switch Plovdiv to temple and will apply whip next turn

T1 406AD

Caesar calls and demands our TM and 19g Whatever you want, for now

Kutmichevitsa builds raider starts another Dobrich finishes barracks starts raider

Workers work and raiders garrison Dobrich has MP now so taxman goes back to work

T2 408AD

Varna trains raider and starts another Stara Zagora grows and riots Hire a tax collector

Vandals start SoG

Visigoths ditto

Workers working

T3 410AD

Sassanids call and demnad TM and 17g Comply He gives us back 9g for WM

Vandals call and demand MapMaking Tell them to stuff it He doesn't like the answer but backs down He has Construction and will trade it for MapMaking and Currency Deal!

Madara rains raider starts another

Sliven trains raider starts worker

Celts start SoG and Visigoths restart SoG

Found Montana start barracks

Raider wipes our barb camp for 25g

Rather than the whip Plovdiv switches to Migrant

Hengest has money so trade him MapMaking for 37g, WM and TM

Sell Alarich of the Visigoths Currency for 22g

Sell Brennus of the Clets Currency for 23g, WM and TM

T4 412AD

Kutmichevista trains raider starts another

Plovdiv grows and finishes Migrant starts raider

Ruse trains raider starts Migrant

Franks start SoG

T5 414AD

Migrants wander and workers work Military grows

T6 416AD

Theodoric of the Ostrogoths pays another harassing call wanting money and maps In your helmet Theo He doesn't like but backs down He's got Sacking but no iron Time to hook up the iron hill

Madara finishes raider and starts temple

Found Vraca on river wet of Pleven

Romans have HeavyCav and Legionaires heading toward western Byzantine towns

T5 418AD

Brennus calls demanding maps and money Tough He backs down but threatens poetry

Workers work and galley sets sail from Great Bulgar to explore the Black Sea

T6 420AD

Ostrogoths are encroaching on wester border Whip temples in Bourgas and Stara Zagora

Sacking comes in Shut off research to build treasury for upgrades of Raiders when iron comes in

T7 422AD

Workers work

T8 424AD

War is in the offing with the Ostrogoths as they are poaching in the west with an unescorted migrant

Plague hits Kutmichevista Move garrison out of city and declare quarantine

T9 426AD

Visigoths come calling and want to trade maps straight up He ends up giving us 7g for ours

Byzantines are next in the audience room wanting maps She's broke so tell her no deal

Kutmichevista riots due to loss of garrison Hire tax guy to pay gor plague cleanup

Byzantines start St Perter's and Hagia Sophia

Found Vidin west of Fur-City

Raiders and Warlords are moving west

T10 428AD

Not much doing

Bourgas and Stara Zagora will expand borders in on the interturn and there is a migrant west of Varna ready to take advantage of the keyhole centered on the horses west of Stara Zagora

I'm having a little difficulty grasping the dynamics of this situation I think migrants are better than temples to expand our borders as they add to the treasury rather than subtract from it I forced a couple of temples in the west to try and seal off the Ostrogoths from the western borders It may be that the better path is to train migrants when the pop reaches 4 or 5 in the core cities The reduction in population and growth in territory will compensate for the recurring contentment problems in the core Also granaries are becoming more important as we have some pretty food rich locations and need to get all improved ground into production

It may be time to pick a fight with the Ostrogoths to trigger a GA with our Warlords It won't do much for our VP position but will jump start our development

This is a really tough game!!! We are 1/3 of the way through it and have made little progress towards our goal

Hope next leader can do better
The Tribe
Current roster
DH
Bede-just played
JagHunter-only weekends
Elvis-up now?
zurichuk-on deck?
@Elvis1985
If you want it I think it's yours
 
now you're going to hate me elvis, i lost my internet connection for 6 weeks or so and by the time i returned the excellent FoR series had started (and they are making excellent reading) so i pm'ed the others to say I'd abandoned this

incidentally during my absence i tried this variant and succeeded as the Franks
 
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