Dh_01- Dark Empire

DeceasedHorse

Prince
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O.C. in the Summer,WU in the winter
DH_1: Dark Empire

Evilabe.JPG


We are the God-Emperor Evil Abe of the American Empire. See Abe’s gotten a little fed up with always being the nice, honest ruler. The frustration over having such a crappy UU combined with the neutering of the Industrious trait under Conquests have made the Great Emancipator a little…unstable, and now he’s out to get revenge! MUWHAHAHAHAHAHAHAHAHAHAHHAHAHAA!!!!

Map Size: Large
Continents, 70% Water
Roaming Barbarians
Normal, Temperate, 4 Billion years
Opponents: Rome (Italy), Iroquois(Native Americans), England (self-explanatory), Japan (Imperial Japan) , Babylon (Iraq), France (Vichy France, Napoleon), Germany (Nazi Germany) , Korea (North Korea), Russia (Soviet Union), China (Communist China) , and Sumeria (Iran).
Civ: America
Difficulty: Emperor
Victory Conditions: Conquest and Domination ONLY
Conquests V 1.22

Variant Rules: We are EVIL! This means that we do not hesitate to extort, threaten, or outright attack other civilizations using any means that we command. Furthermore, our absolute EVIL makes us DEFIANT; that is we do not cave to any demands, no matter the circumstances. We do not hesitate to break the rules except in areas that the AI is not equipped to handle. Our reputation is irrelevant, but no ROP rapes or scout resource denial. False wars, False treaties, reneging on GPT deals, all are acceptable if the price is right. Since we are so EVIL, we can under no circumstances join slaves into our cities; keep them working forever! We are free to indulge in the slave trade, though, so selling workers is allowed. No representative government is permitted; that is we can never be a Democracy or a Republic. We may conquer our starting landmass without restraint; however we CANNOT invade other continents by any means until we can build our UU. We must use the F-15 exclusively; no bombers of any kind permitted. For that matter, once we can build F-15s, we can no longer build artillery of any kind. All our bombardment needs must be met by the navy or preferably by our glorious F-15 Eagles.

Rule Additions:
Made in the US of A: We don't need any inferior foreign products, but they make fine scrap metal (or wood in the case of trebs and catapults). Captured bombardment units should be scrapped as soon as convinient; the player has the freedom to move a captured unit to a city that needs a jump-start on production or saving one for awhile in order to avoid the doubled cost for rush-buying. This relies on the honesty of the player; use your best judgement.

Defiant (clarified): We must insist that other civilizations respect our borders; those who do not comply shall be destroyed!
-Sell RoP's or kick out interloping civs, as appropriate.
-We are free to sign MA's and Embargos, since we don't care about having to break one should it prove neccesary, since we are EVIL.
-Unlike traditionally-defined defiant variants, we are under no obligation to raze cities, with the exception being those that are culture-flipped. Those who dare to betray us to our enemies must be taught a lesson that they will never forget!


-When doing your turn-log, feel free to be creative and EVIL. This isn't a creative writing class or anything, but do feel free to be a bit over the top and creative if you have the time to do so.


For that matter, I would like, map permitting, if we could wait until researching the entire tech tree before beginning our invasion of other continents. I have not fought a full-scale postmodern war , and would love to see the nukes flying hard and fast before we finally reign victorious over the blasted wastelands of the Earth! This is more of a suggestion, however, since the feasibility of doing so will depend on what resources we have access to. Domination victory is enabled so the game does not drag out and everyone gets bored; I plan on continuing the reign of EVIL for as long as it is fun.

Players: Looking for 4 or so players with Emperor+ experience. 24/48 Got it/play rule, but flexible and open to negotiation

A Pretty Nice Lookin' start position:
DarkEmpirestart.JPG
 
Hey Man, Sign me up. This looks deliciously evil. Especially for a man who once reminded the courts who signs their paychecks and suspended the rights of Habeus Corpus during the civil war. I would love to be a part of the great American Evil Empire. (Are Jackboots supplied?) j/k
Anyway, I would love to play. I would also suggest the variant rule that captured goods are no good and must be destroyed (disbanded for profit). (Cats, Trebs, cannons, etc.) Abe would never settle for cheap foreign goods in his evil war machine.
 
I recognize all of the opponents except the Sumerians. Are they stand ins for non-descript middle-eastern problems, e.g. Iran, Palestine, Yemen, etc. or just to make the game more challenging early on?
 
I'd like to sign up. Never played the Americans evily, or had the game go long enough to use the F15. I currently play on Emperor, win some, lose some, so it'll be a nice challenge.
 
Rules Addition:
Made in the US of A: We don't need any inferior foreign products, but they make fine scrap metal (or wood in the case of trebs and catapults). Captured bombardment units should be scrapped as soon as convinient; the player has the freedom to move a captured unit to a city that needs a jump-start on production or saving one for awhile in order to avoid the doubled cost for rush-buying.

Defiant (clarified): We must insist that other civilizations respect our borders; those who do not comply shall be destroyed!
-Sell RoP's or kick out interloping civs, as appropriate.
-We are free to sign MA's and Embargos, since we don't care about having to break one should it prove neccesary since we are EVIL.

-Turn Structure: 25/15/10 on. If we get bogged down in modern warfare, which we hopefully will :lol: , going to five turns is a possibility.
 
I only see one potential problem. If you can't invade until Rocketry you may shave it close trying to knock off an inland spaceship build especially if they are a few techs ahead.
 
Spaceship victory is disabled for that reason. While I was hesitant to remove that risk/challeng from the game, I wanted the focus to be on modern warfare on a massive scale, not playing whack-the-capital with the AI to keep them from launching.
 
A quick note. Before building the First city set research to CB so we don't pull it from the hut. Then we switch to the Philo gambit. It is very easy to do as the Americans and an early level three tech for free is awesome. Especially with Astute trading we can make it Monarchy for free. I highly suggest that everyone reads Isions American Guide in the War Academy before playing turns.
 
Romeo: Good think I that's what I did, not that it mattered too much...


Preturn: Set Research to Ceremonial Burial to maximize the chances of getting good tech from the hut. Move the Settler NW one tile so we can start working the cow immediately. We get Bronze Working from the hut. Explorer heads east. Found Minas Morgul , start on scout. Set science to 90%, ceremonial burial due in 27.

3900: Worker starts irrigating the cow. The Scout pops a hut, giving us 25 gold. Our eastern lands appear to border on the ocean, and the scout spots desert to the south. He’ll head on west now.

3800: Minas Morgul builds scout, starts another. I’m gambling a bit and hoping that Expansionist pays off big for us!

3650: The scout discovers that our northeast is also ocean; we appear to be on peninsula of some sorts ( I hope; we better not have drawn an island start)

3550: Minas Morgul grows to size two, starts on Warrior. Second scout spots another cow to the northwest.

3450: Scouts spot two goody huts, as well as both near volcanoes.

3400: Minas Morgul builds warrior, starts on Granary. Mined bonus grass means that it will finish in 12 @ current size. Pop one hut-warrior. Pop the second-very useless maps. GRRR.

3300: Spot more hospitable lands beyond the borders of the volcano range, including a river and a goody hut. Pop the hut-25 gold.

3200: Minas Morgul reaches size 3, Granary in six.

3150: Bismarck shows up when one of our scouts uncovers a German spear. Trade Masonry and 54 gold (entire treasury) for Ceremonial Burial and Warrior Code. Start min. run on alphabet.

3000: A Russian scout runs out of the fog and steals a goody hut our own scout was one turn from reaching. Damn ruskies. Diplo check reveals that she has no tech on us and still has only her starting 10 gold; she probably got maps from the hut then. Volcanoe range begins to periodically erupt.

2900: Minas Morgul builds Granary, starts on Settler, due in 5, probably less after the city grows in 2 turns. Conscript warrior is now available for MP, lux tax to zero.

2850: Spot 2 Russian Spears and a warrior fortified next to a good hut. Odd.
wierd_Russians.JPG
Pop it, get <sigh> 25 gold. Where are all the settlers!?

2800: Minas Morgul reaches size 4, lux to 10%, settler due in two.

2750: Pop a goody hut far to the west and:

New_York.JPG


We get New York, and , incidentally, contact with Babylon. Well, that’s a pretty terrible location for a second city…

Hammi is down Masonry and Pottery.

Summary: A rather intresting start. Our little pennisula has room for a few good cities, but after that we will have to hack our way through the jungle hell to our west and as well as deal with all those volcanoes. Still, I find it somehow appropriate for the theme of this game to draw a start like this. Unless we go commi (likely) and even then we will probably want to relocated the capital at some point. I'd use New York to pump scouts and MP warriors for awhile, and then disband it should it become undefensible.

And so the reign of terror begins <maniacal laughter>

darkempire2750.JPG


The EVIL save
 
How fitting a Roster lineup. Blew out bicep playing ball yesterday. Hopes to draw an IBB. Or something similar. Got it. Going for 15. Will use NY to make scouts and workers, Minas For Settlers.
 
If you still want one more, I'm in.
About New York.....I would not totally relegate it to workers or scouts. How many mre scouts will we need? How long will it take for the new workers get to the capital to help out? Build warriors until it is large enough for a settler and then barracks. We can put a nice little group on 3 or 4 cities over there. All they would need is a barrack, walls and a few spears/archers.

I think it would fit the Evilness to grow a colony on the other side of the continent. America took the NW from England, the SW from Spain/Mexico, regained controll of the Panama Canal for nearly 80 years, maintained large military bases in Japan and Germany and have yet to provide Puerto Rico with independence. This varient should require the development of this land. We do not want to be kind and let every on else settle along that river.
 
Starring Orsen Wells, and Romeothemonk. Well we don't have a hollywood in our empire yet, but it probably will come. :p
IHT: Change preferences. Crank up the Science Rate. Rename New York to New Yuck. :mischief:
IBT: No IBT's were interesting so they will be skipped in the references.
Turn 1: Minus Morgul settler to Rax.
Turn 5: Found Los Alamos. (It is a very evil place, especially if you are an engineer/materials science guy researching nanoparticulates. :crazyeye: ) Los Alamos starts warrior, atom bombs to come in 4000 years.
Turn 6: Hook up incense, drop lux rate to 0%.
Turn 7: Find Iro underneath the Germans. He is up alphabet and down WC and Masonry but will not trade.
Turn 8: Minas Murgul rax to worker.
Turn 10: MM worker to spear. Los Alamos warrior to granary. Barbarians are behind us, will backfill in a couple of hundred years. For now, Forward fill to the russians, and then make Ronnie proud.
Turn 11: New Yuck warrior to worker (Next player might want to change this)
Turn 13: Hook up Los Alamos with Road.
Turn 14: find Rome North of Russians. Get 85 gold and Alphabet for Masonry.
Turn 15: Conscript warrior is at proposed new city site.
Notes:
MM has a settler due in 2. City names must be evil, at least to you. Expand forward to fill like mad, I suggest almost a farmer type gambit. We appear to be on a Pangea, but the really poor terrain is hampering our scouts tremendously. Writing is due in 30+ turns, but we could easily take the spending to 100% science as we have a nice bank account.
 
Excellent <evil cackle>

Game was set to Continents, but we all know how squirrly the random map generator can be.

Deceased Horse-In the dugout
Romeothemonk-Just batted
Cudo Stejans-At bat
Cuivienen-taking practice swings
6th Gen Texan-Just joined the team
 
Looking at our neighbors, I see the Russians dont have Alphabet, but everyone else does. So, I ship Catherine Alphabet and 8 gold for the Wheel.. Lets see where the horsies are. There are horses close to where the next settler is headed. Good land there except for the volcano.. There be spices up there too..

Hit Enter
IBT: Romans ask us to leave. I tell them they'll regret their rudeness one day, but not today.

Turn 1 - 2110BC
Minas Morgal: settler -> settler
Scouts scout, workers work.
I see the barbarians moving towards Los Alamos, so I switch it to a spearman due in 1.

IBT: Just as I thought, barbarians continue to move towards Los Alamos
Babylonians are building the pyramids

Turn 2 - 2070BC
Los Alamos: spearman -> warrior I need to protect the workers.

IBT: Barbarians at the gates of Los Alamos

Turn 3 - 2030BC
Our warrior in Los Alamos runs over the barbarians, promoting to veteran. Looks like there is another one coming. I switch Los Almos to barracks. We can hold Los Alamos with a spear and our veteran warrior

IBT - Babylon doesn't like our scouts in his territory.. we leave for now

Turn 4 - 1990BC
glance at our neighbers:
Babylon - up IW, Myst, and HR
Germany - up IW, Myst and HR
Russians - on par
Romans - up IW, lack CB and the Wheel
Iroqouis - up Myst

Romans get CB and the Wheel for IW

We have iron near Minas Morgal and where our next city will be founded in a couple turns. Wow we also have iron near Los Alamos!

IBT - Barbarians are back at Los Alamos

Turn 5: 1950BC
Minas Morgal: settler -> spearman
New Yuck - Worker -> barracks (might change)
Our warrior dispatches the barbarians near Los Alamos

I'm not too sure where the next settler should go. I know it will be near the horses. Moving him towards new city for next player to decide. Writing is still due in 39 at -2. Our money will pickup a bit after our settlers found cities.

IBT - barbarians on the move again

Turn 6: 1910BC
Scouting and working

IBT - nothing

Turn 7: 1870 BC
build Fangorn where the warrior was waiting. Start on a worker, we have pollution from the volcano to clear up, not to mention the miles of forest. I also start moving the workers down from Los Alamos to hookup the iron near Minas Morgul.
Everyone up HR and Myst, except the romans who are just up myst

IBT
Iroqouis start the pyramids

Turn 8: 1830BC
scouting. moving settler to area where horses are, but he won't be there till next player, who can decide exactly where. Money is better so I up science to 90%. Writing in 23 at -2gpt

IBT Germans build munich near our horses. They won't get the horses till expansion, so an aggressive settlement is probably in order.

Turn 9: 1790BC
Minas Morgul: spearman->spearman. We will need the MP when the city grows. sending new spearman to protect settler when it builds a city. Nothing new on the diplomatic front. Up science to 100%, writing in 20 at -2gpt.

IBT - Germans have the audacity to demand 23 gold. Our outlying settlements are truly outlying. But we don't cave to anyone! Germans declare war.

Turn 10: 1750BC
Workers begin roading the iron
Move settler closer to Fangorn for protection.
I switch fangorn to warrior since it's right on the front lines. Next player can change. Spearman from Minas Morgul is still a few turns out.
 
never tried to attach an image.. so here goes..
 

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