DG02 - A Fascist Variant Game

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Pre-Turn
now this sounds like an interesting set of turns
Hastings and Nottigham should be ours

I remember that from AD onwards there are some rules for us
we must have 4 times the military than cities, curently 4 cities and we have 12 only
unless we have sufficient units, we cannot capture new cities, well this has some implications here
in order to grab those cities, we actually need 24 units

to make matters a little better, whip chariot in Thermopylae, 13 units now

1.1AD
13 units, to attack 1 city we need at least 20 units, I don't even know how to accomplish that

2. 20AD
zzz

3. 40AD
our phalanx defends against an archer, we get construction
go for alphabet next
Sparta gets a sword, cat next (now we have 14 mil units)

argh, that game is really at the limit, slow slow

4. 60AD
Hatty now appears on the scene, if we don't have enough units, I will just raze those towns
since Sparta is at happy limit, employ a scientist for now

hmm, as long as we fought Alex, everyone was willing to trade, no it's no more possible

5. 80AD
Athens finishes an archer, (mil = 15 units)

IT oh my, we are in deep trouble
dg02100.jpg


6. 100AD
Athens just finished garnary and the forest chop helps to finish phalanx in the IT
should be ok to fight off that lone Mongolian chariot
since Corinth finished sword we now have 16 units, 4 more to attack Vicky

7. 120AD
chariot moved onot our copper but did not pillage that?
we get a phalanx and a cat, (18 units now)
the new phalanx easily defeats chariot

8. 140AD
the units take their toll on our finances, can now run only at 50% science

9. 160AD
spot a stack on 1 archer and 3 chariots near our ivory, we need to defend that
and Hatty makes peace with Vicky
hope we don't lose many units against the Mongols, else how to fight Vicky

IT well, we defeated the archer and 1 chariot but lost the phalanx

10. 180AD
we get another archer, but mil count is still 18 only
defeat the remianing 2 chariots

we will get a cat and phalanx on the IT, which brings us to 20 units, we can then attack Hastings where we have more units
after the attack though, we need to replenish the units count

the demographics show that we are horribly behind in everything, this variant might just proove too much for the economy

good luck next player attacking and watch out Mongols from the southwest

dg02180.jpg
 
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
Till
ThERat
temmage - up
BeefontheBone
 
With all the courses and other real life commitments I have, I can't play as much Civ4 as I like so I have to limit the number of SGs I'm currently playing. Sorry, but I can't continue in this SG at the moment.
 
Sorry to hear that tem. I guess that means I'm up in this game too :)

I'll try and play after work tonight, but it might end up being tomorrow - we'll see.
 
IHT (180 AD): Asking around the AI, I note that Genghis' units are coming to us through Gandhi's territory, since Hatty's not trading with him (in fact, she's annoyed with him, but not enough to declare war). At least that gives me less to defend. The military advisor thinks we've got 18 units, and that's how many I count on the map, so we can't capture another city without a couple more guys. Hit enter.

Turn 1 (200 AD):

Hatty asks us to convert to Hinduism. Dang, that's a -1 to her, and I was hoping to keep her as a good friend, for now at least. She's got no copper or gems, incidentally.
Sparta Cat -> War Elephant, Corinth Phalanx -> Cat. Now we've got 20 units, I'll think about attacking a city.

Attacking Hastings costs us a Swordsman (against the odds, too) but we get it. I keep it, obviously. Then I realise that we've only got 19 military units now, technically breaching the variant rules. Damn. I reckon attacking with enough units should be sufficient - otherwise, losing against the odds (as just happened to me) would mean we can't continue the attack, making it harder next time since the enemy hve gained experience. Feel free to beat me with tennis rackets, though :)

Turn 2 (210 AD):

An English axeman appears near Nottingham. Hopefully he'll throw himself pointlessly against our stack on the forested hill. Continue to bombard the defences.

Hatty offers Wheat for our Gems - seems like a good idea to me. I notice we've got a +1 mutual military struggle mod with her - did she declare on Vicky too?

Move the city garrison promoted archer in the west (nr Athens) back to the city and replace it with one of the unpromoted ones, giving him Drill I. I'm off to spot for Mongols.

Thermopylae has no tiles whatsoever that will produce any hammers, apart from one from the forest which isn't even in the radius at the minute. Whip-tacular! I'd like to get an obelisk going in there since we've no other way of generating culture (other than libraries) but we don't have Mysticism :) Whipping the granary (to speed up later whips) will be necessary, but it needs to grow first - I'll try and remember to do it at the end of my turns. If not, the next player can do it.

Turn 3 (220 AD):

MM Sparta to avoid growth - it's at happiness limit for now. Kill a mongol chariot in the west.

Turn 4 (230 AD):

civ4screenshot00197vm.jpg


Lots of English axemen about, and nothing we can do against them with no axes or Elephants. I decide to see if we can get peace with vicky and concentrate on fending off Genghis while we get more units. Keeping her away from her own resources obviously didn't give us enough time with this variant's military rules kicking in - we'll come back for her later.

Turn 5 (240 AD):

Fred's off to settle that fishing spot in our northern lands. We could kick him out by cancelling open borders, but making an enemy of him might not be a great idea. I'm stopping for now since I have to go to work - any thoughts?
 
Edit: Attacking with enough units should be fine, i figure. Else we won't be able to conduct war properly. And war is what this SG should be all about! As for the next steps...
I would love to snatch Nottingham as well, but it looks like we can't pull it off. Is there any chance to get Fred or Hati to declare on Vicy (again)? The war with Khan needs to stop, i'd take any reasonable peacy offer. If we can't get backup against Vicky, then going for peace seems to be the only option. In that case i would build up units and Use our open borders with Hati to attack Vicy at London. That would strip her of iron and one copper source.
 
I already made peace with her (sorry that wasn't too clear, was typing in a hurry). Genghis isn't interested in peace yet, and I'd be tempted to try and pillage some of his stuff (obviously not capturing anything) except that I'd be worried about the support costs for the units. Our elephants and phalanxes easily outclass his chariots, and he doesn't seem to be sending anything else after us.

Fred and Vicky are friends (we've a -1 with him for attacking her) but Hatty might well agree to pile in with us, the problem being that I think we need to capture most of Vicky's land ourselves (and not give Hatty an excuse to grow any bigger). I'll carry on playing in a bit.
 
Turn 6 (250 AD):

A chariot defends against a catapult. Gah! Genghis will pay for this! (Eventually...)

Turn 7 (260 AD):

Sparta completes our first elephant, starts another. Corinth Cat -> Library (needs culture).

Turn 8 (270 AD):

Dullest. Turn. Ever.

Turn 9 (280)

OK, maybe I was wrong about the previous turn :)

Actually, I remembered to whip up Thermo's granary.

Turn 10 (300 AD):

Back to dull :)

There's a library in Corinth that can be whipped partway through the next turnset, I think - it needs the culture. We've got 21 units now and some more in production - most of them are heading through Hatty and Cyrus' lands to see about crippling Genghis, but they can be brought back if you want to. Sparta's been made stagnant until it gets more happiness - either a colosseum or another resource hooked up. Sorry for the lack of pictues - nothing interesting happened :)
 
well, we're down to 3 people playing this, would it be wise to try and find a replacment? But it might not be easy to get someone to join us.
 
Edit: i would be fine with another player
Inherited Turn:
Cities look fine. i am not eager to continue the war with Ghengis. Sure, we can hurt him, but for what purpose? He is too far away. If we weaken him, Hati willbenefit. i don't want that. Plus, i would like to avoid war weariness if at all possible. I decide to go for a purely defensive war and prepare for the rematch with Vicy.
*enter*


1:
Alphabet comes in. Everybody has at least mysticism and sailing. Get both from Ghandi for iron working. Set research on Polytheism to get Literature next. Lose a chariot to an Mongolian archer. The odds were in our favour. Oh well.

5:
The peace treaty with Vicy expires.

6:
Caesar demands we cancel all deals with the Indians. Umm no... they are our friends.
Kahn means business. He has a huge SOD heading to us. The good new is, that it consits soley of chariots. But what's that? He's ready to talk all of a sudden! He offers Meditation for peace. What to do? I am confident, that we could slaughter his SOD with little casualities. The problems with that approach are:
- We lose time. Killing his units doesn't give us any cities
- He doesn't have anything besides Meditation to offer. (Unless he offers us one of his cities, but what are the odds for that? Even if we got one, it would be indefensible and flip soon)
So i deicde to take his offer. The faster we go after Vicy again, the better.

8:
Polytheism comes in. Going after Literature, as stated. There is a worker hooking up one of Vicy's copper sources. Most of our army is on place, i will declare next turn.

9:
Actually i won't. The worker won't move for 3 more turns and i don't want to delcare war just before i hand the game over.
Sparta produces a Great Scienctist. I use him for an academy.

10:
Trade Priesthood for Polytheism to Fred. Hati delcares on Kahn!! Means, she probably won't intervene in any fight between us and Vicy.

Notes:

War:
In case we decide to go for a war with Vicy, which i strongly reccommend, here are my thoughts:

-I didn't move most of our units, as i feel we should declare this turn.
-The archer near Hastings should snatch the worker.
-The chariot near Nothingham should enter to distract Axemen, scout and loot.
-The large stack near Nothingham.. well its purpose should be clear enough ;)
-Hastings itself will likely be a target of English aggression. Make sure it is well defended!

Other:
-There are a couple of tech trades available, but they are either unfair or would require us to give up Alphabet.
-Thermoplya still is not ready for the whip, but the lib should be whipped asap.
 
Do we have enough units for the variant to allow a capture? Not capping a city on the first turn or two would be a waste of time really.
 
agree, let's only start the war if we can afford to keep cities, else it's a waste of effort
 
Outch that looks nasty! I hate Graphic card coolers. They do an awful amout of noise, and a poor job at cooling.
 
I only realized now that it's my turn to play...got it
 
save

Pre-Turn
we got 5 cities and want to acquire 2 more
we have 23 mil units, well, that's not even enough to get 1 city
we will get a sword in the IT, so that should be ok
at least we are #5 in units

snatch the worker and move chariot south and spot this

I spot several multi trades though not in our favor we could gain a bit from there
but got several can't trade, will wait for 1 turn

1. 400AD
Vicky is really dumb, moved out units so only 2 archers and a settler left in Nottigham
bomb it to 14%, phant takes out archer, sword attacks
dg02400.jpg


we now have 6 cities and 24 units, no more allowed until we get 4 more units without losses that is

trading: get CoL and mono from Mansa for alphabet and construction
get currency and 100gold from Huayna for the same
get monarchy and 400gold for the same from Gandhi
calendar we can get next turn I think

revolt so we can get heriditary rule

2. 410AD
Vicky didn't attack but comes close to Nottingham
wounded phant gets shock promotion and takes out axe that wanted to sneak behind the lines

get calendar and 100gold from Cyrus for 2 techs and we can see the world, my god we are tiny

swap hastings to library, we need culture there

IT lose an archer in Nottigham, get a new axe

3. 420AD
there are now 8 English units outside Nottingham
pillage copper for 10 gold

IT lose another sword but defeat 5 other units

4. 430AD
take out 2 remaining attackers
surely Vicky is gassed now

bananas are hooked up now

with 23 units all we can do is to pillage

5. 440AD
pull a small raiding party into Vickies land
there is an axe approaching from the side

6. 450AD
the axe can't eb seen anymore
we get literature

spices are hooked up as well

Hatty has literature already, to make the most of it, sell it to Mansa for 500gold to fuel our own research
run at 100% to get metal in 10 turns

7. 460AD
axe comes back into view
round London with chariot to get to that iron

8. 470AD
metal dropped to 7 turns, nobody has it as yet

9. 480AD
our raiders round London but of course we can't affor to attack
can finally whip the library in Thermo

IT sci methods are in, bio next in 11 at 80% science

10. 490AD
nothing much, we get another sword and have now 25 units
in 6 turns we have enough units to attack London if we want to
but if we do that we need to pull the cats towards London, currently defended by 3 archers and 1 spear

play an extra turn to make things even

get another sword and we have 26 units
metal is due in 4 and still nobody has it, hopefully we get good trading value just like before

Thermopylae will be our science powerhouse in the future
next Great Scientist should rush an academy there

dg02500.jpg
 
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
ThERat <-just played
BeefontheBone <- Your turn, mate!

All you lurkers: We have open positions!
 
I am? Sorry, lost track there :(
 
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