EM5- Imperialist Romans (Civ3)

Originally posted by amirsan
Am I being skipped or something?? Who am I after? Is there something I dont know??? :confused:
According to Zwingli the order is:

Amirsan
AndrewN <------- Up Now
TedJackson <---- On Deck
Zwingli
Erik Mesoy

which puts you after Erik.


regards

Ted
 
(0) Everything looks to be in order :goodjob: . Press Next Turn.

(1) Workers road the floodpain N of Rome, move to a hill. Warrior S of our cities moves toward a barb camp. Slaves begin irrigation.

(2) Trade map around for 3g. Mathmatics is now known by all civs except the Iroquois who are bankrupt. Barb warrior appears South of Veii. Found Cumea next to the plains cow and start a warrior. Lux tax raised as Rome grows to size 6.

(3) Rome produces spearman, starts settler. Veii produces warrior, starts worker.

(4) Barbs attack near Veii and our warrior survives. Our veteran warrior South of Veii attacks the offending barb camp and wins leaving a barb horse as the defender.

(5) Attack the horse defending the barb camp with a healthy vet warrior and lose doing no damage. Trade map around for 3g. Mathmatics is known by all civs, Greece has a monopoly on Code of Laws. Workers begin roading the third hill outside Rome.

(6) Move a warrior out of Veii South toward the bothersome barb camp.

(7) Rome Settler->Settler. Veii worker->warrior. Cumea warrior->barracks. Purchase Philosophy from Egypt for 100g + WM, trade Philosophy + 24g + WM to America for Mathmatics. Code of Laws is still too expensive.

(8) Trade WM around for a net of 12g.

(9) Lincoln demands 21 gold. I cave in because he has the cash to pay for alliances against us. Warrior approaches the Southern Barb camp and sees it defended by 2 horsemen.

(10) Barb horse kills our warrior on a hill without taking damage. Antioch warrior->warrior. Trade World Map around for 2g.

EM5_1225BCtact.jpg



Rome is now set up to produce a settler every 4 turns (barring disease), so our land should be filled pretty rapidly which will negate the barb problem (Note that Rome will produce a settler next turn due to growth rather than the currently indicated 2 turns). To keep Rome at this rate, just micromanage after each growth for 5 food per turn while working the 3 mined hills. With Rome fully occupied with settlers, our other cities must produces all of our workers and millitary.

I have left a settler active near a patch of ivory west of Rome to let the next player decide where to move, and three workers are roading toward one of the ivory resources (under the settler). There is a barb horse running around south of Veii, so be ready to defend.

The Save
 
Settlers every 4 turns by Zwingli?
Slaves bought and parity achieved by TedJackson?
Great stuff happening recently!
Got it.
Giant picture w/dotmap
EM5.GIF

Lets try to block those land bridges.
 
Hi Erik,

here's an alternative dotmap.
tj_em5_1275bc.JPG


As you can see I favour a tighter build at this level, easier to defend and faster to settle and connect cities).

I've indicated two high priority sites:
1. gives us a coastal city (which we don't have) and
2. gives us another worker/settler pump fairly quickly


regards

Ted
 
Pretty nice, 19 more cities in 76 turns if nothing else happends is good. With all this mass settliing will we have anough time for a good war with Legionaries? They do become obsolete in the very Beggining of the Medivel Age and we are getting close to there to have time to build up and actually get them to out far niehbors.
 
First off, I take a snapshot, dump it to Paint, and start a dotmap. Much clearer when I can draw the dots on.
Then I trade tmaps with the Aztecs, to check for new barb camps. There are none. The sttler starts walking NW towards the nearest dot. The "Warrior of the South" is sent homewards to block a landbridge.
Not sure if a year went wrong somewhere, my save was supposed to be end of 1250. With Poly in 40 at amirsan's turn, I'll play until its discovery.
1: Warrior of the South sent home.. Settler of the West sent northwest.
IBT: Egypt demands 21 gold and gets it.
2: Rome settler-settler.
IBT: Barb horse suicides on Veii.
3: Weii warrior-spear. Lux down to 20%.
4: Warrior from Veii kills a nearby barb horse. Neapolis founded.
IBT: America sends our warrior on his way.
5: Nada, really. So I tade tmap for wmap with Aztecs to get a view of barb camps.
6: Rome settler-settler.
7: Warrior of Veii once again defeats a barb horse. We disperse a Phrygian encampment in the south, netting 25 gold.
IBT: Egyptians start GL. Yeah, build wonder in the expand phase! Pompeii founded.
8: Nada.
IBT: Barbs sail around Pompeii. Cumae barracks-spear. Might want to change this to warrior.
9: Move units.
10: Rome settler-settler.
11?: Poly-> Monarchy.
Polytheism to Greece for Literature, Wmap, Currency and 20 gold. Currency to America for CoL and wmap. Polytheism to Egypt for wmap and treasury of 95 gold. The others are now too poor to pay anything. Veii spear-barracks.

I suggest we head for Republic.
Right now, at 80% sci, we would take 35 turns to Rep, 30 to Mon and 25 to Const.

Orders: The eastern settler pair will move 2 squares east, the middle between Furs and Game. This makes space for a fishin village S-S-SE of it. The northern settler pair will move 1 square N.
In addition to these and the dotmap, we can put a fish village 3 S of Neapolis, and in the north where a barb camp is now.

Edits after play: Now I see TJ's dotmap. ICS is the word that comes to my mind immediately. 2 squares between cities in a straight line? Both would try to claim both wheat. I put in instructions for another 3 city locations, which are "comfortably" squeezed, but I think TJ has a far too tight dotmap around dot 2. It has 14 overlap squares.
Revised dotmap and savefile coming soon.

Amirsan: I said nothing about having to use Legions, only "Expect some ancient era war". now our neighbors are too far away.


Savegame
 
Originally posted by Erik Mesoy
Now I see TJ's dotmap. ICS is the word that comes to my mind immediately. 2 squares between cities in a straight line? Both would try to claim both wheat. I put in instructions for another 3 city locations, which are "comfortably" squeezed, but I think TJ has a far too tight dotmap around dot 2. It has 14 overlap squares.
Erik, I think ICS is a much better strategy than OCP for Rome at this point in this game. Spot 2 is easily settled and can churn out workers and/or settlers until no longer needed. At that point it could be abandoned. I agree that the site on the coast SE would make a much better prospect for a long term city, but not in the short term.

The main reason I posted an alternative dotmap is that your original would have left little of islands of Rome unable to support each other. This is one aspect of ICS that is often overlooked, the ability for neighbouring cities to reinforce each other when threatened.

As I've said before our assets are food and gold. Let's make the most of them.


regards

Ted
 
Pre-turn- Pretty good, no change except for the Lux. Rate increase, most cities as I seen was going to fall in Disorder.

950BC- America began GL. Moved warrior near Cumae to Northern Barb camp. Used a worker near the Ivory and made a colony on it to lower Lux. rate. Moved the Northern Settler one more north as directed but moved the accompanied Warrior near the Camp also.

925BC- Pisae was settled in north and began Worker.

900BC- Rome finished settler>settler. Antium finished worker>Teple. Neapolis finished Warrior>Worker. Moved new settler with warrior east to Hills. Revanna settled between the Game and Furs and started Spear. Attacked southern Barb Camp and won.

875BC- Cumae finished Spear>Spear. Iroquise Warrior attackes the northern Barb camp and wins. Massive uprising near Veii.
America and Greece has Construction and is in next Age. They wanted 420g for it but I didnt trade it. (Dumb of me after I realize what happend next turn). Brung up research to 90% cutting the Republic Research by 10 turns (in 26turns), loosing 2gpt. Made entertainer in Cumae.

850BC- Reinforcements in Veii arrives.

825BC- Aztecs completed the Oracle. 17 horsemens arrive near Veii. Moved another Warrior from Rome to Veii. Hispalis built in Hills to the east>Spear.

800BC- THEY ATTACKED!!! Barracks was pillaged! 3 citizens died and they ransacked half of our coffers!!! Cumae and Rome fall in Civil Disorder. Pompaii finished Worker> Temple. Moved Lux. for about only 2 turns and took the Spear from Rome to Veii to stopp remaining two Horses.

775BC- ...

750BC- Rome finished settler and is going north.

730BC- Cumae finished Spear> Spear. Egypt enter territory, asked them to leave and the accepted, (they are still polite). Republic in 25turns.


Comments- This has been a very difficult set of turns for me and I call this the Dark Age of Rome :D .
I'm sorry for any mistakes. Please change anything you think is neccesary, I suggest it and may the next Reign be much better than the one I just had. ;)

Roman-Amirsan.gif



The Save
 
America and Greece has Construction and is in next Age. They wanted 420g for it but I didnt trade it. (Dumb of me after I realize what happened next turn).
:eek: 420g that could have got a tech but went to barbs? :mad: .
Don't worry too much about the horrible barbs, though. Be happy there were not 4 camps nearby:) .
Usual "strategy" against barb hordes is to move the units out so that you don't lose them too. You can lose a spear, or 20 extra gold. I prefer losing the gold.;)

You said most of the cities were near disorder. When I last checked, not a single one was, and I had no riots on my turn. Were you smoking the :pimp: ? Seeing unhappy faces were there were content ones, maybe?
Atleast Rome was not pillaged.


TJ: *Slaps head* I never thought of abandonig the city/s. I was thinking to wall off our landbridges and settle by ourselves.

BTW, what happened to the Warrior in the South, who was supposed to block the landbridge?
 
Taking a look at the save, we are expanding well, and the massive barb uprising has passed :). It looks like we are comitted to researching Republic at best speed, and the research time will decrease if/when the other civs discover it.
em5workerpath.jpg

Some tips for worker actions. Rome has enough hills mined to fill its current needs, so the circled workers could move on to another project. The circled worker outside Pompeii which is mining the wheat should be moved to chop the forest between the city and Cumea in order to bring in irrigation. The green arrows show paths of irrigation which will let Pompeii and Revenna grow and become productive.


Reusing my previous roster post:

Amirsan
AndrewN <------- Up Now
TedJackson <---- On Deck
Zwingli
Erik Mesoy
 
Hi guys,

I see Andrew's overdue. It's a bank holiday over here so perhaps he'll pick up in the morning.

If he hasn't picked up by 1pm (local) shall I take it?


regards

Ted
 
OK,

I've picked it up.

revised rota:

TedJackson <------- Up Now
Zwingli <---- On Deck
Erik Mesoy
Amirsan
AndrewN

Expect it back today :)


regards

Ted
 
Hi guys, as Ted said I was dragged away for the bank holiday (I barely had time to post my last set of turns) and only go tback late last night.

So this is a got it. I wasn't expecting it to get back to me so soon:) . I'll play it tonight.

:goodjob: with the situation, when I left it looked quite bad, America especially was growin quite alarmingly, but it looks like we still have some expansion room.


Andrew
 
Hi guys,

Pre-turn
workers (W of Rome) stopped - head for hill 2 NW of Antium
worker (Pompeii) stopped - heads for forest WSW of Pompeii
Settler, warrior and worker (Cumae) all stopped
Warrior (S of Detroit) needs a galley to pick him up (don't want to annoy America at this point)

Veii switches to warrior
Veii works hill (mined) for 1fpt, 3spt - warrior and growth in 2 turns

Antium switches from temple (23 turns), to barracks (3 turns)
Antium works fp (irr), plain (irr) and hill (mined) going from 3fpt, 2spt to 2fpt, 3spt - barracks now in 2 turns

Pompeii switches to worker

Others as is

MA says our military is weaker than everbody elses - surprise, surprise

Sell Greece WM for 3gp
Sell America WM for 1gp
Sell Aztec WM for 4gp
Sell Iroq WM for 2gp
Sell Egypt WM for 2gp
Nobody wants to sell us construction :(

1 - 710BC
warrior Veii fort
warrior (Cumae) NW
settler N (join warrior)
worker (Cumae) heads for forest
spear fort Rome
Antium works 2 FP, 1 hill for 3fpt, 3spt - barracks and growth in 1 turn
Cumae works 3fp, 1 game for 5fpt, 2spt - growth in 1 turn
No trades possible

IBT
Veii warrior - horse
Antium barracks - horse
Pisae worker - worker

2 - 690BC
worker Pisae N
worker (forest) clear
settler & warrior NW
workers (hill 2NW of Antium) mine (6 turns)
warrior (Veii) heads for hill 2S
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Egypt for 1gp
Iroq not interested
Nobody wiling to trade Construction :(

IBT
Rome settler - settler
Neapolis worker - warrior
Aztecs start on Great Wall

3 - 670BC
worker (Neapolis) NE
Settler & warrior NW
worker (forest) clear (5 turns)
settler to hill NE of Veii
worker (Pisae) road
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Egypt not interested
still unable to buy Construction

4 - 650BC
worker (Neapolis) road
settler & warrior N
settler SE
warrior (hill 2S of Veii) S (to hill)
No trades possible

IBT
Cumae spear - horse

5 - 630BC
spear (Cumae) to Rome
Viroconium founded - worker
warrior fort Viroconium
settler SE
warrior NE
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Sell WM to Egypt for 1gp
Still can't get Construction

6 - 610BC
workers (SE Antium) mine - SW
worker (Veii) mine - move to S Veii
worker (Veii) mine - 2SE
settler S
warrior NE
spear (Rome) heads for Veii
Lux 40% (Cumae on brink of riot, switch to temple, forest clearance in 2 turns then pop rush temple - best I could come up with until spices are hooked up :(
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Sell WM to Egypt for 1gp
Still can't get Construction
A Greek settler & warrior escort arrive East of Ravenna. Asked for their removal - Greece caved in. Phew!

IBT
Rome settler - settler
Pompeii worker - warrior
Thebes (Egypt) completes the Pyramids
Greece switches to Great Lib
Greece starts Great Wall
Americans switch to Great Wall
Aztec switch to Great Lib
Aztec start Great Wall

7 - 590BC
worker (Pompeii) SW
worker (Neapolis) road - NE
settler sets off for hill NE of Spices
workers (2, S Antium) SW
slave (S Veii) road
Lugdunum founded - worker
warrior NE (Lugdunum)
Lux 30% (must have miscalculated)
Antium works 1fp, 2 hills, 1 plain for 1fpt, 5spt to complete horse in 3 turns (exact)
Veii works 1 fp, 1 hill for 2fpt, 3spt to complete horse in 5 turns (exact)
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Sell WM to Egypt for 1gp
Still can't get Construction
Greece hasn't left. It's "leave or declare war" now and we're not ready for war so I'll leave it for now.

IBT
****! The shields went to Pompeii even though Cumae was working the forest! Oh well.
Popmeii warrior - galley (let's try and find Germany)

8 - 570BC
worker (SW Pompeii) road
workers (NE cow) irrigate
worker (Ivory) road
workers (2NE Antium) mine - head for S of Veii
worker & slave (N Lugdunum) road
worker (N Lugdunum) heads for 2SE (Wheat)
warrior fort Lugdunum
warrior (Pompeii) W
Cumae rush would cost 3 citizens - wait and check next turn. We have 6 turns grace until Cumae grows again
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Sell WM to Egypt for 1gp
Construction still not for sale

IBT
Egypt starts Great Wall

9 - 550BC
worker (N Pisae) moves to S Pisae
warrior NW
Sell WM to Greece for 1gp
Sell WM to America for 1gp
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Sell WM to Egypt for 1gp
Still no-one willing to trade Construction

IBT
Antium horse - horse

10 - 530BC
worker (N Lugdunum) road - move to E Lugdunum
worker (E Lugdunum) irrigate
worker (S Veii) road
worker (S Veii) SW
worker (NE cow) irrigate - road
worker (NE cow) irrigate - E
warrior N
worker (S Pompeii) road
slave (N Lugdunum) road - move to E Lugdunum
horse (Antium) heads for hill 2S of Veii
Greece (now annoyed) has Monarchy & Construction but won't trade
America has Monarchy & Construction but won't trade
Sell WM to Aztec for 1gp
Sell WM to Iroq for 1gp
Egypt has Monarchy & Construction but won't trade

The Glorious Roman Empire:
TJ_ESM5_530bc.jpg


Notes:
Rome: Watch out when Rome grows. There are too many mines and Civ will stick the new citizen on one which results in only 4fpt!

Veii: Could use some development both food and shields

Cumae: Do what you like with the Temple. At this moment it would cost 2 citizens to rush. I think the Spices will be too late to save rioting. One possibility is to switch to settler (3 turns) in line with growth.

Pompeii: The worker should finish road next turn so both could irrigate. The worker NE of the cow has just started road so Pompeii will be connected in 3 turns

Pisae: just needs connecting to Cumae

Ravenna: Maybe a temple after the spear to catch the furs and Game?

Hispalis: Same as Ravenna but for whale?

Viroconium/Neapolis: More workers to develop BG & clear forests

Lugdunum: Settler after worker to found 3SE. This would bring the 2nd Wheat into play for Lugdunum. The new city could take over later in the game.

Settler & spear arrive on hill NE of Spices next turn. It might be worth holding off founding until a worker or slave can colonise the Spice. This would then turn into a roaded Spice when the city is founded. It costs a worker/slave but results in immediate roading. There is a slave S of Veii at present.

Horse arrive in 2 (Veii) and 6 (Antium) to form the nucleus of a Rapid Reaction Force.

I didn't press Greece over territory incursion. With horse we could be a bit more assertive :)

I think the time has come to get a city over by the Iron. I had to choose between Spices and Iron and went for Spices first.


Saved game


regards

Ted
 
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