Diety Game #2: Crowded House

:crazyeye: :mad: Ohh CURSE YOU BASKETCASE! Your suspenseful tone wants me to tair myself apart to find out whats next.
 
The Romans turn around and head for home.

Game2_Image31_South.JPG
 
"What, that's all? No action?? No fighting!? The Romans just leave!?!?"

Uhh..... :mischief: .....basically, yes. :D

I sure felt let-down after that. Relieved, but let-down.

Also in the news:

Game2_Image30_Paris.JPG


Time to talk treaty with Joan. She coughs up Map Making, 47 gold, and the city of Tours (a little coastal town southeast of Paris) in exchange for peace. The loss of their main source of culture points reduces the French empire to a faint shadow of its former glory--a handful of cities with 3x3 work areas.

With Map Making under my belt, I start right away on building harbors in Pharsalos and Delphi. Things to do: get those two cities growing, hook up a couple more luxuries, sweep the Russians off my land, and then get down to the burly task of getting the fresh water in the south connected.

Game2_Image32_WorldMap.JPG
 
I notice that my newly-acquired (i.e. stolen from France) world map doesn't include Egypt. I trade territory maps with Egypt; Cleo has three mediocre cities jammed in at the south pole, right below Spain. Egypt is going to be a bit player this game.

I check around with the other civs for techs 'n stuff. Nobody except the Ottomans has much of anything; they trade me Construction for Currency and Philophy, and I'm the first into the Middle Ages. I can do Monotheism in 38 turns at 100% research. :mad:
I'm three techs ahead of the closest contenders (France, Ottomania, and Spain) and several techs ahead of just about everybody else.

A note I should make at this point: the Diplomacy screen is a pain in the ass when there are more than eight civs in the game. In order to access a civ and chat with them, it's less painful to use SHIFT-D. The alternative is to switch out a civ in the Diplomacy screen and switch in one you want to talk to.

Random bit of trivia: my army is applying two content faces to Paris. So the game doesn't treat an army as a single unit for military police purposes.

270 AD: Time to clear out that stray Russian city, Sevastapol. I've got three swordsmen just outside the border, with a settler following behind. Open diplomacy, delcare war on Russia, send in the swords.

I have a bad day with the RNG. My first two swordsmen die, inflicting a grand total of one hit of damage. :mad: Fresh Russian spearman steps up--and my third swordsman kills him without getting scratched. I obliterate Sevastapol next turn, and found Argos in its place.

310 AD: The Arabs and Spanish offer peace; having never so much as given or received a scratch. I accept both. For the last several turns, a mischievous Roman galley has been dropping sneak attacks next to my capital. I open negotiations with Rome, and discover they're tired of getting their troops killed. They agree to peace with no stipulations.

330 AD: A stack of six workers crosses into Zulu territory in the south, guarded by my swordsman army and three Hoplites in case any other civ gets funny ideas. During my turn, I notice that Paris is in civil disorder. I mention this because the first citizen is happy, and the second is content--all this with no changes in my troop presence in the city. Looks like a Greek citizen was born just after the riot occurred.

Tours can't grow for the time being. Its lone citizen is unhappy due to "cruel oppression", so he's stuck on researcher duty. Paris and Tours are both cut off from my empire for the moment, so civil disorder will be a problem for a while.
 
This just in: the game isn't permitting my workers to Clear Jungle in Zulu territory. They're able to build roads in it, and irrigate the deserts just north of Leptis Magna--but they can't Clear Jungle. If I give the "automate: clear jungle" command, they move into my territory and start clearing the one jungle square remaining in MY territory.

Crap.

This blows. I spend half the game planning this, and discover the whole plan is FUBAR due to a minor thing like some programmer forgetting to permit clearing jungle in someone else's space.
 
Oh, and it gets better. I renewed my ROP with the Zulus ONE turn ago, in order to send my work force in to do the clearing that I just discovered I'm not allowed to do. Meaning I either wait 19 turns to destroy some Zulu cities, eliminating the Zulu border so I can clear that jungle--or I commit a major ROP rape....

Gaah. This is infuriating. :)
 
Seven Legions huh...good luck!

edit : Whoops didn't see there was a page two. Thats irritating about the jungle. Maybe you'll have to go to war for fresh water haha. That would be a first.
 
BasketCase said:
This blows. I spend half the game planning this, and discover the whole plan is FUBAR due to a minor thing like some programmer forgetting to permit clearing jungle in someone else's space.
That restriction was actually added on purpose. They disallowed certain worker actions to prevent players from manipulating too much with AI territory, and to prevent AI's from wasting their time doing certain worker actions in somebody else's territory. If I had discovered this thread a bit earlier I could have told you :mischief:

Great game BTW :D I eagerly await your next move.
 
I'm going to try something like this myself, but with tons of modified rules:

-Max civs on any size is 31
-Tiny is 60x60 (default), Small 100x100, Normal 150x150, Large 200x200 and Huge 320x320
-Conscripts have 3HP, Regulars 4, Veterans 7, Elites 10
-Palace gives 25% Production boost
-FP gives 25% Production boost
-Scouts have transport capacity 2 and defensive bombard of 2.0.1
-Min research is 1 turn, max is 500 turns.
-Towns go up to size 8, cities to size 16.

I'm going to play the tiny map with max civs and see how it plays. Hell, I might just try it on Diety too.

(Paris pic = :D)
 
Yeah, I think I messed up on setting the spacing too. I'll let the Civassist archive shot do the talking: (There was another city settled to the SW as well, leaving 3 settler/worker pairs sitting right next to my capital, and in 3950, they FORTIFIED. After my first warrior came out, I had myself 9 slave workers. Stay tuned, I'll make a thread about this soon.)
 

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Heheh. No worries, I pollute other threads plenty.

@Xerol: There is a scenario setting in the editor that controls the spacing between starting civs. It defaults to 6; it shouldn't have plopped so many settlers right next to you in that start.
 
Could be delayed for a while. I've been staring at that image of the south isthmus and trying to figure out what to do.

If I plop a city down on the hill (which would be a good strategic move anyway), the cultural boundary will shift in my favor--by one tile. Not enough. And with the Zulu capital being the city that's influencing that area of the map, I doubt that a measly library and temple would be enough to grab that second jungle tile.

Having a settler build a new city on the jungle tiles--inside Zulu territory--will clear the jungle instantly, but is also an act of war. And it will also be an ROP rape because I renewed my ROP with the Zulus at the worst possible time.

The obvious non-screwing-the-reputation solution would be to wait 19 more turns and then either bulldoze Zimbabwe into the ground, or build a new city on the jungle during the war.

You know something....it suddenly no longer surprises me that wars have been fought throughout history over silly things like water. :)
 
soul_warrior said:
do this basket, you can do it :D
Side note: Thank you all for badgering me into playing this and not being a pansy ass about it. :) You've probably seen by my playing style that I tend to go for the sure thing. It's a habit I've been trying to break, but you can tell this habit is still hanging onto me by the hair.....

Edit: Errr....no offense meant, MeteorPunch. :)
 
I suppose reloading two turns ago and not resigning with the Zulus isn't allowed? I mean...you didn't understand how the game worked in a small area so...I wouldn't consider it cheap.
 
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