DGIT #1 Romans on Warlord

no problem sandrock:) , i was just wondering as the thread went quiet.
 
Turn Order:
1)Sandrock LQ
2)SolarKnight
3)Constantine
4)Resistor
5)Smellincoffee


Since neither Constantine nor Resistor have grabbed the save, I think I shall. Consider this a got it.
 
Inherited:

Smellincoffee crosses the Rubicon, seizing control of the goverment. He immediately sends envoys to Carthage and determines that they have three cities left. Enraged by the fact that Carthage still exists, he returns to the army and gives them marching orders. Hoo-hah! His priorities? Destroy the Carthaginians and establish a stable monarchy.


I used an exploit. I accepted their last two non-capital cities in a peace treaty. I investigated their city and there's only two warriors inside it. As soon as my troops get in range of Sarabetha, I'll end the curse. I usually stay away from exploitave moves, but we've lost a lot of time in the game pickups and such.

Turn 1-- 250 A.D: Two legions of Roman troops approach Sarabetha. Another legion, led by one Caesar, are heading to kill some Gallic barbarians.

Turn 2-- 260 AD: Caesar kills the Sumerians and raids their encampment.

Turn 3-280 AD: One of our galleys makes an intrepid journey across the oceans and discovers, to our disgust, other civilizations. They need to be taught the Roman way. Unfortnately, the ship sinks before our diplomats make shore. However, the survivors swim ashor and ascertain the names of these two civilizations. A frail, bald man named Ghandi tells us that he and the warmongering Mongols share their vast contient. (Talk about extreme opposites! Ghandi and Temujin?!) The diplomats discover that the Indians know philosophy, law, and horseback riding, but do not know common math or religion. We teach them of our many gods (Polytheism) and they tell us all they know. As for the Mongols? They are disgusting creatures with a goverment that's positively horrid. The people make all the decisions. They, however, are proud of their "republic" and refuse to share its secrets. We don't want them, anyway. Imagine the Carthaginians having the same say-so as a Roman!

The Indians seem like nice enough people, so we establish a embassy there.

Turn 4-- 300 AD:

Roman troops enter Sarabetha. The Carthaginian curse is gone.

Turn 5--320 AD:

Settler instructions, barb-killing.

Turn 6-- 330 AD

Barb-killing, settler marathons.

Turn 7-- 340 AD

Settler instructions.

Turn 8--350:

:nuke: :nuke: ICBM hits Rome. :nuke: :nuke:

Turn 9-- 360 AD

I actually die of boredom. No, really. Krys gets to give my eulogy.

Turn 10-- 3:

Smellincoffee tragically dies of unknown causes (most likely boredom) before fulfilling his dream, the establishment of a monarchy. There is much weeping. Smellincoffee's tomb is built.



santamaria.jpg

Sail on, sail on, sail on....

settler.jpg


Oh, I beat a citizen to get the galley in one turn.

Who will be the next contestant on The Divine Right?!
 
nice to see that carthage is no more, would have finished them off myself if i had the chance :)

nice turns smellincoffee

SolarKnight
 
Sandrock LQ, i think your up unless constantine or resistor come back
 
Yep. Has anyone heard from either one of those two? :(
 
No sorry, haven't heard a thing, tried emailing them or anything?
 
Not yet. By the way, Sandrock hasn't posted since Jan. 18, so it's yours if you want it. :)
 
ok

got it :)
 
Pre - turn: check everything, notice that the former carthaginian cities of Sabratha and Leptis Minor are building Archers, i fire the govenors of those cities and command them to construct magnificent temples to worship the Roman gods and learn our superior ways.

Change construction orders in Smellincoffees tomb to spearman, so that his remains be better guarded.

The mongols leader will trade his world map with me so i take the deal, i remember an early leson from military school: Know your enemy. (I also take the territory map and his last gold piece).

We can now see the whole of the other continent. Seems the mongols have two scources of iron but the fools haven't connected either, unless they rectify this soon they will be mere fodder to our legions.

Ghandi will now share the secrets of his concept of republic, in fact by trading him for the knowlege of the Roman monarchy, we can take Republic, all his gold and his maps.

hit enter.

turn 1 380 AD: Galley is built in Hispalis, I load it with our settlers and send them to colonise the island to the south. so that the glory of rome be spread to every corner of the Earth.

Spearman completes in Byzantium, set to worker.
Syracuse founded and ordered to train a spearman for defence.
Leptis Magna completes Spearman, ordered to build another worker, there is a lot of jungle to be cleared in the vicinity.
worker near Leptis Magna moves away from barbarians.

Gem city, pompeii, ravenna and pisae are building legions without barracks, so i change them all to temples so that they may better use the surrounding countryside.

I take a break so i can converse with my advisors on the best course of action.

I converse with the military advisor and he informs me that we have 41 legions. I am impressed as we have ample troops to make a dent on the other continent, but we are in need of the ships to ferry them across the sea. There is a narrow passage between our continent and the other, it is just wide enough for a galley to move across with out sinking, so it may be possible to start ferrying legions across, though we will need more ships to accomplish this.

I begin to order all of the legions we can spare to rally at pompeii as this city is closest to the channel. I think the construction of galleys can commence shortly, though my other advisors(you guys) are free to adjust production as necessary to enhance our mighty empire.

turn 2 390 AD: During my mega - lo - manic moment i neglected to notice a barbarian warrior destroy 5 of our workers:aargh: , in a fit of rage :mad::saiyan: i then order the destruction of every barbarian camp in the area, no longer will these dogs plauge us. The camps fall and we enjoy the sight of hordes of barbarian warriors fleeing from the swords of our mighty legions:hammer: .

To rectify this, i will order the training of new workers from the carthageinian cities as they complete their basic defences. (sorry guys, that was a really dumb thing to let happen but the workers will be replaced).

turn 3 400 AD: Utica changed to worker.
Veii builds settler, changed to galley. Settler sent north to pompeii so it can then proceed north to colonise the jungle area.
Thevesta builds spearman, changed to worker. citizens reassigned to work the wheat so that the city may grow.


turn 4 410 AD: Ceaseragusta founded on the southern island.
Cumae builds spearman, changed to worker.
Carthage builds spearman, changed to worker.


Im going to have to leave it there for tonight, as its getting late. I will post the last five turns tomorrow night after i get back from lectures.

Im sending all available legions to pompeii ready to be transported across to the other continent. Im building a few galleys now so they can be sent over soon.
Though it may be better to wait for better ships though the next player can decide that.

sorry about all the goto orders, and the loss of the workers, though the way our production is going they will be replaced very soon.

Not the best i've ever played but we all make mistakes. :wallbash: :spank:
SolarKnight.
 
Ouch on the workers, but those barbarians do keep you on your toes...

I'll give everyone else some time to take it before I do; otherwise, it looks like it's down to us two. :(
 
:(

fair enough, will finish my turns tonight and post them. Hope the others do come back though.

Edit: think i must have been half - asleep or something, i only played 4 turns but wrote up most of the stuff for turn 4 in turn 5, as my save game is only 410 ad, my post has been edited to correct this. i will then post the remainder of my turns.
 
Turn 5 420 AD: Utica finishes the worker its been training, it is immediately assigned to jungle duty.

Jerusalem founded near ivory NE of antium. (should be palmyra but had a change of heart, didn't like the name. :( )
set to spearman.

Settler in pompeii sent to claim the dyes in the jungle.

Our elite barb busting warrior looks on as another magnificent town is founded just a few squares south west of his location. taking advantage of the wheat and fish in the area. A worker is ordered to harvest the wheat.

traded territory maps with the Mongols, seems their iron isnt even in their cultural borders yet, they may prove to be easy prey.

turn 6 430 AD: Antiums orders changed to galley to speed the delivery of our legions across the sea.
Byzantium builds a worker, changed to courthouse to combat corruption in the city.
Hippo builds worker, changed to harbour.

turn 7 440 AD: seems we missed a barb camp, we lost a settler near pompeii, :wallbash: ill sack those generals who assured me we were safe (mental note dont play civ after midnight, concentration suffers too much).

turn 8 450 AD: The Mongols build the oracle! The mongols are also building the pyramids and the indians are building the collosus, pyramids and the hanging gardens.
spear whipped in virconium to ensure saftey against barb attacks.
a legion avenges our lost settler by slaying the barbarian.

turn 9 460 AD: Virconium: Spearman -> worker
Neapolis: Settler -> Galley
Cumae: Worker -> Temple


turn 10 470 AD: Barb camp near pompeii is burned to the ground.


There is now a large number of legionaries in pompeii, they are massing there so that when enough galleys are constructed, they can be ferried across the sea near pompeii

to the other continent. My plan was to build a city on the other continent as a beachead and erect walls there as fast as possible, then launch the attack from that city

reinforcing as necessary.
 
Here is the save
 
Are many of the other cities seaside?
 
on our continent? looks like we got at least 6 or 7 on the coast
 
I'm still here, and I'll take the next turn. I'll have it done by Sunday. I've been working on job interviews and working 45 hour weeks, and setting up other stuff. I haven't been home a whole lot. But, I will finish what I start now that I have a full three days off.

Anyway, it looks like we are in good shape. I've lost my fair share of workers in the past to barbarians so I know the feeling. I'll start moving those legions across so we can finish this thing off.
 
Welcome back! :D
 
Welcome Back Sandrock, lets kick some ass!!

there should be 41 legions in total, most of which are on their way to pompeii.

the rest are on guard duty but if you wish to use them you can.
 
Going to play this, this morning and get it over with while I still have use of my brothers good computer. After I take my 10 turns, we should discuss increasing total turns per save to twenty since we've lost 2 people.

May our enemies die slow, painful deaths!
 
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