Dh_01- Dark Empire

I'm very sorry. Work sent me out of town Friday evening. I have it and playing now. Will post soon.
 
Inherited:

At war with everyone, and no one will take straight peace. Hopefully I can hold on long enough to get the GL, and then use Lit as a brokerage tool

move a couple workers around

IBT
Germans destroy the road on the mountain NW of Fangorn.
Sun Tzu's is being built pretty much across the board

1) 70AD
use catapaults and our army to attack the stack nw of fangorn. Catapaults go 2/3 and our army kills 2 archers

IBT
Andersonville riots. My fault

2) 90AD
Minas Morgul: GL -> swordsman. We are really hurting for military

With the GL in hand, I make peace with the ROmans for Lit and they give us their 9 gold.

Kill a Russian swordsman outside Fangorn
The Russians want Lit and a lot of gold for peace.. not yet

IBT
we get a bunch of techs.. CoL, monarchy, republic, feudalism and engineering. We have tech parity with everyone except the Germans who are down Literature. Set reseach to Invention. We need 2 turns to let some MDI's complete and then we should think about revolting to monarchy.

3) 110AD
Still can't make peace with the Russians. The German forces withdraw from Fangorn mountain, leaving a single archer who is pummeled with catapaults and destroyed with our army.
The russians have a mini-stack outside Los Alamos and we only have a single spearman defending. Sign peace for 240 gold. We have 230 left.

I raise lux to 20%, but leave research off. Los Alamos still isn't happy, so it gets a scientist.

IBT
troops moving around.. we have iroquois and babylonian settlers in our territory heading for the barbarians and the unclaimed land to our south east.

4) 130AD
Kill German horseman and archer near fangorn.

IBT
Minas Morgul: MDI->MDI
Los Alamos: MDI->MDI

5) 150AD
more fighting against the Germans outside Fangorn. No losses on our side

IBT
More German troops appear next to Fangorn.

6) 170AD
Load up our army with an MDI.. and kill another German horseman. We really need to get things moving, but our cities are slow... so slow... consider revolting now, but decide to wait 2 more turns. That means I'll hand off during anarchy, but I don't think we want to wait another 4 turns to start.

IBT
Rome declares on the Iroquois. German troops have by-passed Fangorn and are heading into our core.

7) 190AD
Fangorn: MDI->temple (something to do during anarchy)

More German horseman are killed on Fangorn mountain, but we lose a horseman. Capture a German settler that was with some of the troops that tried to sneak behind our lines

IBT
ZZzzz

8) 210AD

Minas Morgul: MDI->market (placeholder during anarchy)
Andersonville: pikeman->pikeman

So, I guess it's now or never :D draw 5 turns of anarchy

IBT
Nothing I could do to stop the Germans from pillaging our iron.


9) 230AD
I was able to kill the 2 spearman that pillaged our iron supply. 2 workers heading that way for repairs.
The war for Fangorn has been going on for ever, and the German troops keep coming and dying.

Nobody has researched anything new, and we still have tech parity.
Army is healing inside Fangorn in preparation of an offensive

IBT
Zzzz


10) Our Army moves into German territory next to Mother in Law ville. It's resting on OUR horses in preparation of liberating the town. Hopefully when we come out of Anarchy, we can push to capture some German territory.

Notes: Los Alamos and Andersonville are going to have to be allowed to riot at least once to stop starvation during anarchy.
 

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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.

Reading over my initial rules, it seems I was not clear about my definition of defiant; generally, 'defiant' variants preclude paying for peace in any form. However, since i didn't say so and I have already departed from 'standard' variant rules by allowing MA's and other details, I will just have to be more concise in the future.

ROSTER:
DH
Romeothemonk
Codjo Stevans
C-up
6thgentexan-on deck
 
my fault.

But you can look at it this way. If I had not given them some money to shut them up for now, we would have lost Los Alamos and maybe more. Being defiant and evil, (IMHO) doesn't mean we don't do things that look to be in others best interest. Making peace with the Russians will allow us to turn our complete focus on the Germans. When we get done with them, then we can turn around and get our money back (plus interest) from the Russians.

Sorry if I didn't play my turns in the "spriit" of the game.
 
Bigger question is what government are we revolting to. If we are planning to cash rush, which is what we should be doing since we do not need to research, go with Monarchy. If we will continue our own research, go with Feudalism for the higher support count with our small cities.
 
I've never played in Feudalism before. The lower support costs may indeed be the way to go, but I'm not sure. I think we are in a precarious position now, and if we don't do something soon, the bigger nations are going to start to pull ahead of us faster than we will be able to catch up.
 
Evil Update:

Since my last turn, we have lost 2 cities and a third captured. We are only at war with Germany now with 12 turns of peace left with Rome and 13 turns with Russia. That is unless I fell Evil. We have Russian and Babylonian troops in our territory. The Iroquois have poached two of our city sites. We have 3 more turns of Anarchy with 229g in the Bank. The Great Library is keeping us up in techs for a while longer.

250AD-0 Move slaves to improve our back country.

260AD-1 Army kills the 2 spears in MiL leaving the archer. Retrat a horse who will be in MiL next turn.

270AD-2 Army defeats horse adn archer to reclaim MiL. It still has the barrack but the German there does not like us. We also got one slave. Kill a german horse out side of town. Germany will give a city for peace but not one I want now.

280AD-3 Start our Evil Monarchy. Naturally I change all builds. At 22GPT we cannot cash rush much of anything. I do spend 180 on the Temple in Los Alamos.

IBT Babylon and the Iroquois join forces against Rome.

290AD-4 Los Alamos temple-->aqueduct PRNG-Ville temple-->barrack Move army out to kill first spear in Nuremberg.

IBT Catherine decided to demand 22g but what she will get is a large butcher's bill. Germans move up 6 horses.

300AD-5 Kill 4 horses and promote to elite one MDI.

IBT Lose the MDI guarding our horses but not pillaged.

310AD-6 Kill an archer and a horse while retrating a second.

IBT Kill another horse.

320AD-7 Rush barrack in PRNG for 124g. Kill a Russian archer.

IBT the Iroquios and the Babylonians share the knowledge of Invention. Babs start Leo's.

330BC-8 PRNG barrack-->pike Kill an archer while pulling back to defend MiL.

IBT Germany asks for peace. 50G is not enough when we can get some cities on our terms. Sacrifice a slave but kill and retreat a horse each. Germany declares on the Iroquios.

340AD-9 Healing in MiL. We will lose our horses but they are only connected to MiL anyway.

IBT Germany retreats all units. Babylonians leave our territory.

350AD-10 Minas Morgul market-->MDI Spend 90g upgrading our 3 catapults. Kill two german spears and reclaim our slave. Go ahead and kill a Russian spear also.

Thoughts for the near future.
Russia: Only a reg archer near us. He will die next turn.
Germany: We can have peace any time. I would take Nuremberg first. Take what ever city you want for peace. Dortmund is in a bad spot but I'd take it over Bonn. (Both available for peace early in the turn.)
Iroqouis: After peace with Germany, take our poached lands.
Rome: After Iroquois, take their two cities.

Cities
Minas Morgul needs to be a little bigger to pull in 20spt. Either build pikes, Trebs or the Heroic Epic (13turns) until we gett up in pop.
Los Alamos needs to complete the aqueduct before growth to not waste food. Then a market would be good after some military.
Andersonville needs a market next but after some military. The harbor can wait until after an aqueduct.
Manson Family will complete the harbor next turn. Build a barrack and crank out the military.
PRNG will be fine slowly building military. A harbor may help it grow after the Iroquois are moved.
Fangorn and MiL need improvments to be usefull after their temples complete.


The Game
 
Preturn: Swap Fangorn to Settler. Minas Morgul will pump out pikes for a bit, then either a library or the Heroic Epic.

IBT: Fangorn has one of the weird riots that does not seem to have any cause ( 1 Happy, 1 Content, 1 Sad). Maybe a whip effect wore off or something? The Wermach pulls back from Nuremburg.

Turn 1: What the hell? Nuremberg’s two spear men fall to our army , yet the city remains in German hands with a WORKER on top!! Manson Family builds harbor, starts Granary.

IBT: The Iroqois build Sun Tzu’s. Italy and the Iroquois sign a peace treaty. German horsemen reinforce Nuremberg and its magical invisible defenders.

Turn 2: Kill a spear and a horsemen in Nuremberg. Army will likely have to rest for a bit now.

IBT: The Great Library grants us the secrets of gunpowder. Of course, we have no saltpeter, with the nearest source being next to the Iroquois city of Chondonte, which just happened to have been built with salt right outside its borders. Russian hordes advance out of the fog.

Turn 3: Nuremberg falls to an elite MDI. We also nab a German slave. Germany will be willing to part with Dortmund, Salzburg, Cologne, Bonn, or Stuttgart. Bonn and Salzburg are to far away and will probably just culture flip. Dortmund is just a terrible city. Cologne would be ok, but would likely fall to Russia. Cologne is probably the best choice, as it can potentially get a source of horses with a border expansion. Cologne will immediately starve since it can’t work the grasslands in German territory. Oh well.

IBT: The Russian Horde continues its advance, having around a dozen units visible. Our army is badly wounded by a swordsmen attacking the newly-conquered Nuremberg. The Russian actually bring a catapult into bombardment range of Nuremberg. Things are not looking good.

Turn 4: Reinforce Nuremberg as best I can.

IBT: Nuremberg holds, with no casulties. Russian SOD kills a pike and cuts off Nuremberg/Momsville from the rest of the nation. We get Mono from the Great Library (Hehehe)

Turn 5: Fortify the army in Nuremberg and keep hoping for the best. Catherine is not intrested in peace, of course.

IBT: The Russian steamroll Nuremberg. I should have cash-rushed some walls a turn earlier; the army fights valiantly, but eventually falls to the relentless assualt, dying ignomoniously against a Russian Spear men.

I’d say that just about finishes us off. Our entire offensive army is gone, our defenses are decent but not enough to do more than slow the Russians down. We might be able to buy off Russia by giving them cities, but that sort of defeats the point of the game.

Empire::s_End.JPG


Thanks to all who played, and keep a lookout for DH02-Dark Empire II if you would like to give this idea another shot. I think that our starting position combined with a lack of communications between players is what ultimately doomed us. We started wonder building too early which was made worse as our capital was our only city that could build settler at a decent rate. Not to worry though-Abe will have his revenge.
 
I agree that communication and terain was our downfall. To play Evil, we needed to start in AW mode to be able to resist demands. I have trouble playing that way. I kept wanting to build settler and buildings....10 turns for a sword or 20 turns for the temple, I went for the temple. Our inhospitable start did not help either. Our capital had a great loacation but the surrounding terrain was difficult to settle and defend. Not to mention our free city on the other side of the continent.
 
No offense to some of the players, but we didn't treat this with the intensity of any AWE, which it pretty much was. A few things that this game showed are things that are second nature for many truely advanced players.
1.) If you have a wonder city, know what you want and prebuild accordingly.
2.) Do not have your wonder city be your capitol.
3.) Whips really hurt in AW.
4.) Communication is the key.
5.) America Stinks in AW.
6.) I'm a glutton for punishment and am willing to give this another ride. This just motivates me more.
 
I'd be willing to play this again. (I'll be going away soon, though.) Can we call the next game "The Empire Strikes Back"?
 
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