DG02 - A Fascist Variant Game

You seem to have played 3 times as many turns as you should have, there :nono: . Some pictures and more description would also be nice, and some reassurance that you're sticking to the variant rules...
 
Real sorry, I didn't see the part on turns, I've been building Knights, Macemen, Crossbows and Longbows in each city so we have enough troops to support Ollantaytamboo
 
Thanks Till u rock. After school (ends at 2:55) and homework (hopefuly done at 6) I'll post save. wow, 13 min. until school starts:eek: :cry: :cry: :eek:
 
*bump* any chance of that save? :)
 
Nuclear_kid, are you aware what playing in a SG means? Many new players sign on without really knowing what they are in for.

It was a mistake to play 30 turns instead of 10, but as Till said, we are all learning. But, important is to stick to what you promise the Team. So, if you can't post the save, say so and I'll play with the previous save. Else simply post it (takes roughly 2 minutes to do so), so the game get's going. Do not give people the impression, you don't take this serious, that's not fair to you and the rest.

Not trying to be harsh, simply telling you some housekeeping rules of SG's.
 
Sorry!My cpu crashed, I lost the saved game. I will try to lurk though Good luck!
 
Sorry!My cpu crashed, I lost the saved game
:eek: ok, thanks for trying to join this game...it wasn't meant to be...
 
save

Pre-Turn
the usual mil check at the beginning of our turns
we got 35 units and 7 cities
I'd like to get Globe theatre in Thermopylae, then we can whip whatever we like

1. 1005AD
check Memphis, we need to beat Egypt but it will be tough
whip theatre in Thermopylae

2. 1010AD
decide wwe should go after Mansa Musa

3. 1015AD
shifting units south

4. 1020AD
zzzz

5. 1025AD
troops in position for next turn attack on Mansa

6. 1030AD
declare war on Mansa, move units to Kumbi Saleh

7. 1035AD
bomb Kumbi Saleh, but odds still too bad

8. 1040AD
sacrifice a cat in the attack, unfortunately the city has 4 defenders now
lose 2 more phants, we have now 32 units
raze Kumbi as the Egypt culture pressure is too high
increase science to 90% to get guilds in 5 turns

9. 1045AD
move stack towards Mansa's core
ridiculously WW already starts

10. 1050AD
Mansa comes with 3 units including a xbow
next turn 2 courts come in, London will finish a rax soon, then we can pump military again soon

dg21050.jpg
 
Got it, will play after work tomorrow if I can.
 
IHT 1050:

Not a lot to tweak here. Upgrade a couple of swords to maces and turn science down to pay for it - I might turn it off for a bit after Guilds comes in in a few turns.

T1 1055:

Start Heroic Epic in Corinth (highest hammers) and a Temple in Sparta for the extra happy face and culture. Theatre in Hastings.

T2 1060:

djennedef1an.jpg


Defences in Djenne. We've got 33 units or so, so we could keep it if we get chance, though I'm not sure the economy will support it - I'll start a bunch more units once these builds complete (and we get access to knights).

T4 1070:

A Malinese Longbowman manages to kill 3 elephants. Gah! I was expecting to lose one but take out the longbow and horse archer in that tile. Bloomin' RNG :) Anyhoo, got rid of the bowman, but it was bloody expensive.

Great Scientist born in Sparta. He could research most of Education for us (could be handy - leads to Economics, assuming the AI beats us to Liberalism, which seems likely) or build an Academy - the only real candidate for that would be Thermo, and I've switched a scientist there to be an engineer (it REALLY needs the hammers). Reckon I'll use him for research next turn.

T6 1080:

Whip up a longbow in London to fend off this stack:

whippedlongbow6uc.jpg


Continue bombardment of Djenne. We need more units before we can take it, though.

T7 1085:

Hatty comes asking for Guilds - I agree to trade it to her for Philosophy, all her cash (180 gold IIRC) and her world map, which reveals this:

islandwest4ki.jpg

islandeast6ar.jpg


Two nifty landmasses in the extreme North with resources and even goody huts still on them. There's no way we'll be able to make any use of them in this variant, though :(

T8 1090:

djenne4do.jpg


Our mighty armies flatten the defenders of Djenne without incurring a single loss on our side - a great day for Sparta! I decide to keep it, it won't damage the economy too much and it's a holy city too. It doesn't have shrine, unfortunately, but it does have an academy, a market and a courthouse intact.

T9 1095:

We make contact with a Japanese caravel. He's an irrelevance, behind several techs on us (though up Compass, which we've basically skipped) and a few more on the AI.

T10 (1100 AD):

Not a lot happening here. Mansa bizarrely chooses to bombard London with 1 cat then throws another against the longbowman defending it - the lucky bugger manages to withdraw after doing a small amount of splash damage to the units in there. I believe that's pretty much all his forces though, there's been no further movement from him in the southeast.

Here's the seige situation:

civ4screenshot00058rs.jpg


Some Knights will be on their way before too long, that should clear them out. We've got no money in the treasury, I used it to pay for a bunch of upgrades, so some economic buildup is probably in order. We're also almost in the position of completely cutting off Fred from the rest of the continent with our long, thin empire - he could be a good target for fattening it up :)

Hatty's still leading in score thanks to her early takeover of the Mongols in the west, which crippled the Inca, Japanese and Romans by trapping them in tight corners of the continent - a hell of a move that was! She's not so far ahead of us in tech any more (Divine Right, Compass, Engineering) and is in fact down Banking to Cyrus, who looks to be heading for the freebies at Liberalism, Economics etc. which is rather frustrating. Gandhi's bizarre choice of religion (Judaism, which he didn't even found) must be destroying his relations with the other AIs and slowing him down considerably. We're not on bad terms with the leading civs, and Hatty's nearly at Friendly (she'd be well in there by now if we weren't playing with no state religion), the minnowy Japan, Rome, Inca and Azteca are slightly below average relations with us, but much less important.

I reckon a round of military buildup should let us see off the Malinese stack outside London and snag his last couple of cities in the far southeast before we decide on what to do next - Fred is probably a sensible target, unless he's popular with the others - we can't afford to fight on two incredibly long fronts at the same time :)
 
I got it. Good job, general! It is nice to see our empire expanding. Since Hati founded Hinduism, i think it would be wiser to go after Fred first. It is just a gut feeling, but i fear a dogpile in the event of a war against Hati. Better could our fronts in half first.
 
I'm not sure we need to think about attacking Hatty for a while yet - we might as well take advantage of her friendliness, get rid of Fred and then I'm thinking the Indians will be a safe bet - everyone hates them for being Jewish, and they're our neighbours.
 
Good plans and good execution here, BotB :goodjob:

I agree taking on Fred and then maybe Ghandi. There is no way we can harm Hatty at this point of the game. We need to slowly grow. How about getting the Globe Theatre in Thermo and then have whipping galore? No unhappiness then?
 
Forgot to mention that - I built a number of theatres around the place with that in mind. Thermo also actually produces some shields at the minute too - I built a workshop and hired an engineer.
 
Inherited Turn:
Domestic:
8 cities and 33 units. Looks like i'll have to build a bunch of units and take care not to lose any. Our cities look fine. Nice to see some hammers in Thermo!
Foreign:
Toku is being himself and refuses outright any resource deal. I really hate it, when Ai's refuse to trade for no good reason at all. Most Ais are up Compass and Engineering.
War:
There's not a terrible much to do. Mansa has a stack next to london. Hopefully the defender will hold without any casulties.
*enter*

1:
One of our crosbowmen bites the dust and one catapult of his. He moves the rest of his stack into the forest next to London.
power3yi.jpg

A raiding party consisting of an Longbowman and a Hoplite enter Malinese territory in order to disconnect his copper.

2:
Mansa bombards but doesn't attack this turn. I can't touch him in the forest. The copper is succesfully disconnected. He still has iron, though. Getting him rid of it will require a larger scale operation.

3:
A catapult withdraws against one of our macemen. Lucky bugger. I hold of a full scale invasion attack on Mansa because the Aztec city of Texoco is right next to freshly conquered Djenne and i want to keep the units there in case Monti gets funny ideas. Plus, we couldn't take any of Mansa's cities due to rule restrictions.

4:
Mansa finally cracks and tries to take London.
Home team----------Mansa:
Maceman against Crosbowman: 1:0
Hoplite against Horse Archer: 1:0
He's down to two injured units now. I strike back
Home team----------Mansa:
Maceman against Horse Archer: 1:0
Maceman against Cataput: 1:0
The siege of London is lifted!

Did i say something dismissing about Monti? He offers furs for ivory. He is actually willing to chipe in 3gtp on top of that. The latest virgin must have had a particulary agreeable heart. I agree to his offer.

5:
Well i do move our army into Mansa land, after all. Might as well get some scouting done and take potshots at his units.

6:
Caesar comes asking for Open Borders. OK.
Masa moves an elephant into striking distance. Our hoplite gains some experience.

7:
I whip a theatre in Djenne to get us some culture.

8:
We enter the Rennaissance era by learning education. It would be possible to research Nationalism next, which would be very much in line with the "spirit" of the game, i think. It is 27 turns away, however. I decide to go for banking. It is only 10 turns away and if we are lucky we can trade it to Ghandi and hati.

9:
Just when i thought i might be able to skip a turn in my report, Hati comes asking us to convert to her stupid religion. No go.
Ghandi offers Sugar for Sheep. I agree.

10:
Mansa has knights! Well one.
An elephant takes on the knight and... wins. He's badly hurt, though.

All in all an ordinary build up turn with little suprises.
---------->The Save<----------​

Rules:

- We can make 3 settlers and thus build 4 cities, the rest of our empire will have to be build by conquest

- From 1 AD onwards: have 4 times as many military units as we have cities, if not at least one of our cities must be dedicated to building more units until we do.

- in addition to the new military rule... to avoid exploits, we are not allowed to build or capture a new city unless we have the required number of military units (razing cities, of course, is ok).

- Civics: We must adopt Police State, Nationhood, Slavery (allowed to upgrade to Emancipation when unhappiness about not having Emancipation hurt to much), State Property and Free Religion as soon as these come around.

- War and conquest is what we stand for. We might make a friend though and lock ourselves in a permanent alliance with one other Civ.

- The use of whipping is encouraged, especially in conquered cities.

- We’re not allowed to adopt a State Religion, nor spread a religion. But we are allowed to find a new religion if we happen to be the first to discover a tech that gives a religion.

Roster:


Dimy <-on auto skip because of fried hardware.
Till <-Just played
ThERat <- Your turn, ,mate!
BeefontheBone <- Getting ready.

All you lurkers: We could use a few more player!
 
with 3 players, this is a fast SG, so I have it again. I wonder what Dimy is doing, hope his hardware issues will be solved soon. WE could really need him here.
 
save

Pre-Turn
military check as usual
36 units, 8 cities, so we can capture 1 city
fire 1 specialist in Thermo to get it to grow in 1 turn
change it to Globe Theatre
increase science to 60% at positive cashflow

London looks like a great city

1. 1155AD
move stack south

2. 1160AD
move on hill near Timbuktu, it has 6 defenders, 4 LB's, should be doable
move a few units towards Gao as well

get 2 techs and 100gold from gandhi for education

3. 1165AD
move units next to Timbuktu

IT our stack doesn't get attacked instead he moves a knights north

4. 1170AD
kill knight with a phalanx, but only barely
reduce defenses in Timbuktu to 60%

by the way we have 40 units now

5. 1175AD
defenses down to 20%

6. 1180AD
we get banking, go for gunpowder now
bomb defenses to 0% suicide a cat

attack Timbuktu, take out 5 LB's with maces and a sword
the odds of our phants are too bad versus the pike, wait a turn

7. 1185AD
Mansa is desperate and send a LB from Gao over, also a xbow is now inside the city + knight
we can't attack his capital, too bad odds, lose a knight attacking Gao
defeat both units inside and burn it, it's too close to Berlin to withstand cultural threat

8. 1190AD
we spot another LB on the way to Timbuktu, we better take it fast
decide to suicide another cat
knight takes out knight
mace takes out LB, mace takes out pike
beat cat
dg21190.jpg


city comes with academy, Great Library and a forge

mil check
9 cities and 40 units, no issues here

IT Monte asks us to join in the war against India, refuse and he is already annoyed, we can expect him to attack soon
we should go after him once we took care of Mansa

9. 1195AD
start to march towards Mansa's last city and take out a LB on the way
Walata has a mere 3 units inside, but will be strengthend by a xbow in the IT

10. 1200AD
we have some units next to the city, we can take it out once we bombard defenses down
we do have enough units to keep city

dg21200.jpg


we will get gunpowder in 7, Globe Theatre will still take a while to whip
I also think we need more catapults
 
:mischief: Destroy Mali:nuke:!

P.S. Go Facists!
 
Sorry for the delay - I had a list of things I was intending to do on my day off yesterday, this among them, and all I managed to do was give my friend who I'd not seen for weeks a black eye playing squash (and eat a rather nice lamb dansak ... mmm). Not a successful day :)

IHT 1200AD:

First things first, get your priorities straight and all that - roll a spliff. Any :smoke: activity can be interpreted as being just that :) Having a look around, we seem to be in a pretty good position - reasonably up-to-speed on tech, plenty of territory and cities, third in score with a somewhat runaway Hatty in play and about to finish another successful campaign. What's more, due to our lack of state religion, not everybody hates us. I'm looking forward to getting the same benefits in the Soviet game USSG01 (which could use a couple of players methinks - maybe I should organise an exchange :)), especially after SGn00b's everyone-hating-us effect.

Also, whose bright idea was it to play this variant with restricted settling on a terra map?

T1 1205:

Cyrus snags Liberalism. Maybe we're a bit farther behind than I thought. Uni in Athens - let's get caught up :)

There's a swordsman near Timbuktu with 25/26 XP, and I very nearly hit the upgrade to maceman button. :smoke: narrowly avoided. If we can get him a bit more experience he'll be a real powerhouse :)
I'm massing units in Hastings for the forthcoming invasion of Fred.

T3 1215:

Whip up a forge in Hastings. Then this:

pop7zy.jpg


w00t! Popped another one!

T4 1220:

Scientist in Thermo switched to a merchant after another great scientist is born. He'll help with printing press, but it might switch to Chemistry after gunpowder - I'll hang onto him until then.

Lose a single maceman taking Walata, with its courthouse helpfully intact. No shrine, though :(
Mali is destroyed - another feeble people is crushed beneath our armies' relentless jackbooted feet.

T5 1225:

Monty cancels his fur trade with us. Meh. He might be looking for a rumble soon. Texcoco'd be worth keeping I guess. A few Pikes or Phalanxes will see of his horse archers.

T6 1230:

Gunpowder in. Trade it with Hatty for her WM and Engineering. The only other thing anyone will trade is Optics, which we don't need for ages yet (if at all). Use the GS for Printing Press - the extra commerce will be great for us. Due in 5 turns. Swap a corn for some of Cyrus' incense.

Why are we a Theocracy with no religion? It's costing us 4gpt for no benefit. Now that we're in it, I don't see any value in wasting a turn switching back, but it should be done next time we change civics.

Nowt else happens before the end of my turns really - we've got stacks outside Hastings and in Malinese lands, plus a number of units over near Texcoco. Walata's completely cut off by German culture - we probably need to attack them pretty soon. We've got plenty of units to be going on with and a load in production, which will help. Printing press and Economics will sort the economy out nicely at about the same time, too. We're also getting near to Scientific Method - I'd not bother with any more monasteries since they'll be obsolete then.

A global overview:

overview4fx.jpg


And our newest acquisitions:

acquisitions1gq.jpg
 
Back
Top Bottom