COR2: Dixieland!

Corrado

Ave imperator, puella!
Joined
Nov 8, 2001
Messages
271
Okay, we've had enough of America being the United States of America run by Abe Lincoln. Let's flip it over to being the Confederate States of America, as run by Jeff Davis.

Size: Large
Land: Random
Barbarians: Sedentary
Climate: Normal
Temperature: Temperate
Age: 4 billion
All victory except Wonder conditions are on and cultural conversions are on
C3C: 1.20

Variant rules:
*We cannot build our own workers. All workers must be slaves, bought from or conquered from other civs. LKendter rules are still in effect, though, so no worker purchases until 1000 BC.

*We may never build nor capture Universal Suffrage. If we come into possession of it, the city it is in must be razed at the end of the turn we gain it.

*We are a Confederate government. We could argue all day long as to whether that style is closer to Feudalism or Republic; so I'll split the difference and state that either is allowed.

*We are mostly honorable in war. We follow the Honorable Rules for diplomacy and declaring war upon other civs, with a single exception: we can build cities wherever we want, so long as it isn't actually within enemy borders. (For my reasoning, read up on the settling of Texas.)


So, which civ and what difficulty setting? Well, I have two options, and will take votes from the other 4 players.

#1: Play the Americans, obviously. I suggest we play this on Monarch level, which will effectively be Emperor due to our constraints.

#2: Play the Mayans- Agricultural is a better trait for the Confederacy just in terms of flavor; our UU would give us the slaves we desperately need early on. This would be played at Emperor level as it counteracts the biggest constraint on us.

Current Roster:
Corrado
SesnOfWthr
6thGenTexan
DeceasedHorse
-----------

I'll take 15 turns to start, then we'll each take 10. I'll start the game once we've decided on a civ and difficulty.
 
I'd like to join.

As for civ, I'm in another SG w/ the Mayans, so I would prefer America for this one. It will certainly make the game much more difficult, especially early, but that's kind of the point.

Are we allowed to keep the original worker, as we won't technically build him?

BTW- C3C 1.20? Did I miss the patch announcement?
*goes off to look for it*
 
I'd throw out the no worker purchasing.

It was definatly unbalancing pre-C3C with workers being like 25g, but since C3C upped their value to around 140g you won't be able to buy more then 1 or 2 before that period anyways, and that's seriously emptying your trading loot coffer.
 
Sesn- You're in, and that's one vote for America.

GK- while that is true, I'm waiting for a little more general consensus on the issue before I toss it out- there's still plenty of frowning on early worker trading in C3C in these forums, it seems. But if the assembled group votes to discount that condition, I'll go with that.
 
As a true "Son of the South" with the documetation proving my Confederate servicing forefather, I must help restore Dixiland to it's proper glory.

As for the civ, of the two, I'll take America. Of all the civs, I'd vote for whoever is Agricultural & Commercial. I'm not sure the faster workers with Industrial would be accurate.

As for Slave purchases....I think it should be maditory to buy any and all workers available. The slave trade provided the means for the agricutlural economy. I know it would be tedious to check every civ every turn for any available slaves, but we should do a full sweap every 5 turns at a minimum.

Will we also make Richmond the Capitol and rename all other cities, too?

6gntxn
 
6th Gen- Yeah, I was hoping you'd join in! As for the slave purchases- a very interesting idea. Would this be in place of LKendter's rules, or would the purchases start immediately after 1000 BC?

That's two votes for America, so far. (Agricultural and Commerical would be the Iriquois, IIRC, so if we get a massive push for them, I'll switch 6thGenTexan's vote.) Our capital will definitely be Richmond, and all cities will be renamed. I leave it to future pedantic discussions as to whether "St.Louis", "Lexington", "Wheeling", or "Baltimore" were truly Southern cities. ;)
 
Okay, DH you're in. Glad to have you!

Since that's a third vote for America, I'll set up America as our civ and start things off either tonight or tomorrow.

The unresolved question- I like 6GT's suggestion of mandatory worker purchase; does everyone else? And should we throw out LKendter's rules and do mandatory purchase from the get go? I lean towards throwing them out- if we're not allowed to purchase workers before 1000 BC, we're more likely to just warrior rush to capture workers, which cripples our neighbors (or us!) no matter what.
 
My vote goes for the mandatory purchase suggestion as well. I think GK was right on that the price of the workers now makes pre 1000 bc trading ok.

As far as the purchasing, I think every turn is maybe a bit overboard. I would suggest either every five turns, or on turns 3, 6, and 9 for each person.
 
Cor2_start.jpg


Well, that's a pretty darn good start.

4000 BC (1) Activate the Scout to move around and get mixed results: reveal ocean on both sides of us, meaning we're probably at the northern end of a penninsula. But we note another wheat NE of the one we first saw. Settler factory, anyone?

Deliberate over the placement of Richmond. Decide to move 1 square east- both wheat will still be in city radius, and we're more likely to be able to fit a 1st ring of cities on the western shores.

3950 BC (2): Found Richmond. Begin work on a Scout.

Set max research on Ceremonial Burial- 24 turns.

Being roading the wheat.

3900 BC - 3750 BC (3-6): Explore.

3700 BC (7): Richmond Scout->Warrior. Pop a hut and get a Warrior.

3650 BC (8): Sit on the porch and drink some mint julep.

3600 BC (9): Pop another hut and get maps.

3550 BC - 3500 BC (10 -11): More mint julep. That's, I say, that's just fine.

3450 BC (12): Richmond Warrior->Settler. Richmond expands, and now can get the Ivory and Wheat in its radius.

Hut gives us Warrior Code.

3400 BC (13): Run into an explorer for the Zulu. We are up Masonry on them.

3350 BC - 3300 BC (14-15): More exploring. Connect the Ivory to Richmond.

Okay, here's what we've explored so far:

Cor2_3300BC.jpg



Lots of wheat. Not much in the way of possible irrigation. That one freshwater pond is the only source of irrigation so far. We may have to settle on the hill north of the gold just to bring irrigation over the mountains and down to our central lands, which will need it most. Unless we get lucky and find a river to the NW, it looks like we'll be a very dry Southland for a while.

The Zulu explorer is on the other side of that land bridge to the north. That's no guarantee that the Zulu are actually on that side of the bridge; they might be in the unexplored area to the west.

The good news is, we have a hell of a lot of Ivory. And the wheat offsets our lack of irrigation for a bit, though it'll be hard to set up a settler factory now. I think we'll need to have a tight build setup given our lack of food and growth.

Oh, I wish I were in the land of cotton...
 
Wow, this game got up and running pretty quick. Since I'm next on the roster in post 1, I guess I GOT IT.

Have another sg i'm up in will try to play/post tonight, tomorrow at the latest.

BTW -- what was the determination on slaves and when to buy?

EDIT: did you patch your C3C? If so, I'll have to drop out as it's apparently not reverse compatible.
EDIT2: I was able to load the game, so I'm guessing it'll be OK ...
 
Okay, technically, it's still 1.17, so I guess we'll go with that format if 1.20 isn't backwards-compatable.

As for purchasing: I think we'll go with the "check every 3rd turn" rule. I need to get into the habit of talking more to my neighbors, anyways.
 
Pardon a lurker's late comment, but if in the future you play the Indians, and include the Iroquois as an AI opponent, you're color is grey. Fitting for a proper Confederate, IMHO.
 
Commercial/Religious isn't a half-bad trait choice, for that matter.

Let's talk Golden Age. While it is now technically possible to start one via the F-15, that seems like too long to wait, so we are probably looking to start one via wonders; our lack of labor will make this a dicey proposisition so we might want to think of prebuilding almost immediatly unless we are for sure going for an early war to grab slaves. I don't remember off hand what wonders will work for us, but I figured I may as well bring it up now so we can start brainstorming.
 
True, the Indians would be a good color, and I could argue that the Southland being 'religious' is apropos, but War Elephants? I do declare.

As for Golden Age- we're Industrious and Commerical. Colossus is Commericial; other than that, I can't remember.

Regardless of which other ones we go for- given our Ivory reserves, I can't imagine not going for SoZ.
 
We are expansioist and industrious.

Exp wonders - Magellan, Copernicus, Collossus, Great Lighthouse, Pyramids

Ind wonders - Manhattan, Hoover, Hanging Gardens, Great Wall, SETI

I would suggest HG now, then Mag or Copern later to trigger it in late middle age.
 
Pre-Flight – Hmm, not a hell of a lot going on. We only know the Zulu, we are up masonry, and they’re stronger. I’m scared. Richmond growth/settler in sync.

3250 bc – (1) – not much doing, send the scout north. Start whittling a statue with some excess ivory.

3200 bc – (2) – zulu warrior crosses land bridge, can now see zulu borders. Start roading SG.

3150 bc – (3) – what is this, island of the lost mammoth? Zulu have ivory just ouside their borders. I think we may have a monopoly building here …. No worker for sale.

3100 bc – (4) – still whittling, start humming a nice tune.

3050 bc – (5) – CB in one, drop science to grab a quick four gold. We’re rich! Western scout sees a GH, settler would be a nice bonus ….

3000 bc – (6) – change to alphabet, we need a few curraughs, methinks. 90% sci gets us break even at 36 turns. The friendly Teohuicans ( or something) net us a warrior, great. Send him to first city site for MP duty. Zulu still no workers, or anything for that matter.

2950 bc – (7) – Zulu have second city en route. Richmond settler -> granary (can be changed, but the sooner we get one, the better). Sci lagging, go to 20% just to break even.

2900 bc – (8) – I dare say my statue is coming along nicely.

2850 bc – (9) – Found Savannah NW of Richmond, oh well, I was never good at geography anyhow. Start archer. Definitely seems like a medium sized island we’re on. Our intrepid explorer spies a GH in the forest near Zulu. Still no workers around.

2800 bc – (10) – The Inuits teach us bronze working. Strange to find some Eskimos in a temperate forest, but whatever.

I swear I took my ten, but it says turn 24. Being a good sport and all, I’ll take one more to even it off.

2750 bc – (11) – yep, pretty sure its an island now.


Almost sure that we’re on an island. Zulu have a nice river right through their side. How nice. We’ll need two cities on hills, both nestled in some mountains, just to get fresh water to our people.

The world as we now know it:
Dixieland.JPG


JD rules!

My statue, nice huh?
statue.jpg
 
Preturn: I say, I say sir, we sure need some more laborers down around here. Our Zulu friends have no slaves to sell us now.
Research set to 80%, alphabet in 24, breaking even.

IBT: I do declare, a volcano has erupted out in the fog.

Turn 1: That's some mighty fine mint julip, sir!

Turn 2: Blowin' a tune on my jug.

Turn 3: Not much happen' these here parts. No workers to be found.

Turn 4: Dum de dum dum.

Turn 5: Switch Savannah to Barracks.

Turn 6: Take a nap

Turn 7: <ZZZZZZZZZ>

Turn 8: <yawn>

Turn 9: Our scout spots a goody hut in the Northern plains.

Turn 10: The friendly Teohicuan tribe gifts us with a skilled warrior...

Alphabet due in 10.

That's some mighty fine mint jullip, sir
 
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