Emp01 - Rise and Rule AWE

Does the Sana-Save now function at your system, Empiremaker? Cause that's running on greeblys and my one.

Here is my 1.04.biq:
View attachment RAR 1.04beta basic.zip

And a save I started. Perhaps you can run this:
View attachment try.zip

If this doesn't help, it would be good, when make a completly new installation of the game (C3C + RaR 1.02 + RaR 1.04. (The installation of 1.03 isn't needed, I think.).
 
Ya, I get that error too. That means that game won't be playable and we need to generate a new one which is too bad - the start was interesting.

Do you all want me to generate 3 starts while Emp straightens out his version? I could post pictures and we can discuss.

If so do we want continents or Pangea? What level of Barbs?

Emp, I am attaching my pediaicons.txt file in case it is useful for you.

This is the RaR one (not the main conquests one).
 
Ok, here are the three starts:

I think I like number 1 the best (with the corn), then 2, (for 3 I would start exploring for a better site and hope I didn't die while doing it).

Note that I did throw out one start that has no 2+ food squares (all hills and plains with no water).

Start 1:
Emp1_Start1.jpg


Start 2:
Emp1_Start2.jpg


Start 3:
Emp1_Start3.jpg
 
After a bit of thought, I think I would settle in place for start 1. Being on the hill and on the river makes up for the 4 tundra squares. We won't be over size 14 for a very long time (if ever - I tend to never go over size 12 in reg AWE) so I don't think we care about those 4 squares.

2 shields on the home square and a 4/1 food square right away is pretty strong.
 
I vote for start 1, too. Settling on the hill is good. With the maize we can grow fast and can work on hills+grow further. If we have plenty of luck, we get a tribe or a barbarian raider from the hut.
 
Sounds like we are all set then. That is great.

I played to 3000 BC.

Tech:
I initially went for Domestication because that can really pay off if you get some food resources and because knowing where such resources are can help plan for towns. We got unlucky and nothing was revealed.

Next I went for Mathematics. Catapults that are 8 strong are even more powerful than regular civs. Catapults are the key to getting the 35 wins - 1 loss kill ratios.

Military:
No enemy civs met. Our initial settling gave us a barb warrior 2.2.1. I then built an archer and tribesman to pop another hut. This gave us 3 barbarians, one of which was attacked and killed leaving 2 still up in the tundra. It didn't seem worth attacking them.

Domestic:
After the military builds I built a clan which has completed. We should discuss where to put it. I put some numbers down to help the discussion.
My thought is to settle 2, then 4. That gives us a coastal town right away. I had forgotten that plains are 2-1 and grassland is 2-0 (3-1 food) so plains are better. Distance 3 that is so important in regular civ3 is less important here since we can only move 2 squares. Still a unit in between can defend 2 cities (but it can do that at distance 4 as well). For that reason 4 could go west if we wished.

I set the build to the wisemen to get techs faster. The other option is more military, but I thought of holding off on that since we haven't met anyone. The wiseman could be switched to an archer or tribesman if someone shows up.

Summary:
My vote is to settle on location 2 - it clearly looks the strongest spot and gives us an early strong coastal town. After that I would go for spot 4, but feel the location is more flexible if ppl want to move it.

Notes:
BTW, one trick we can do in RaR is to build "twin cities". You build one city NN, SS, EE or WW of another. That means the city isn't within the twenty squares you can work, but you can move a slow unit between cities if you wish. If no other cities are close then each city can work around 16 squares (they only need 14 so some overlap of other cities is fine).

I don't do this alot - only when two cities are in locations where I need to defend both fairly well, but it is useful in certain cases. Coastal cities in pairs can be nice in that you can have units defend either in case of a landing. I would usually have 3 units to defend 2 cities that way. One in each city and one right between (if coastal) so no landing can threaten both cities at the same time with speed 1 units (faster units can be a bit more problematical - if that is a worry, then more than 3 units or speed 2+ units to guard several towns works.

Emp1_BC3000.jpg
 
We may want to pm Elephantium to make sure he is still with us (or you can just reply to this message, E.). He hasn't said anything recently and sometimes it is easy to forget you signed up if the start is slowed by technical issues.

PaGe, it looks like you are up now. GL.
 
A surprising start for me. Domestication I understood, but maths that early. Okay, you are expert in AW and our new city can built them.

Settling on 4 or one SW should be clearly the third city. But for the second city we should discuss, if we want to build a 3- or a 4-distant grid.
-> If we want to built up a 3 distant grid of our citys. Then we can station a group of militärs between the citys. Also a unit can move within 2 turns to another city and attack an enemy standing adjacent to the city.
-> If we build a 4-distant grid, slow units can’t defend both if positioned between! But a unit can move within 2 turns from one to another city. And we don’t have that much overlap. Then I prefer a city S of 1.

I watched the Save (It functions! :woohoo: ) and I saw something on the grassland SE,SE of 2. Forest or a ressource? We will see.

What should be after Maths? The next goal should be urbanization for walls since we have no horses. So I would choose cultivation for bonuses and then pottery, masonary, urb.
 
I just noticed something in my RaR game. Some things in the game, like The Academy, War College, and War Games Facility have a blue question mark icon and a message "No Icon Yet"

Is this normal behavior for the mod, or do I have something screwed up somewhere? My game is Civ 3 Complete, and I did download and install the extras patch into the Conquests/Scenarios folder.
 
That's normal. It appears several times in the civilopedia. In the building menu of the city you have images.
But Elephantium, what do you think about the grid?
I'll wait a couple of hours till I start.
 
If there is a resource SE-SE, it could be worth investigating. Go ahead and see if SE of spot 2 is better then go for it. I do want coastal though if we can do it for a strong coastal town.

Ya math is kind of early, but it will save us from even early loses if we have a few cats. It has been a while since I have played RaR myself so I am not the expert on what to go for next.

Edit: We probably should talk about which tech to go for next. I was thinking masonry + (something dealing with metal - smelting)? to see where the iron is might be nice. There are other resource finding techs too though. What would you all like to go for?
 
Greebley, you haven't found an enemy? I unfortunately have in the pre-turn. We now have war with the carthagians. And it was a really good bonus on the grassland, a cow. So we should settle S of 1 to grap it early.

--2006-09-30--18-06-38.jpg
 
Preturn: Moved Raider and Settler out of Berlin. Declare war on carthago, changed wiseman to TG

Turn1: Moved settler and raider on hill.

Turn2: Killed TG with Raider, is promoted to regular

Turn3: Found Leipzig, starting wiseman. archer is heading to the hill S of Leipzig to explore.

IBT: cart. Raider + Warrior appear near Berlin

Turn4: moved both TG out of Berlin and fortified them next to the enemy. They have to attack over the river and can't pillage the field Berlin is working on. Archer is coming back

IBT: Raider attacked TG and died. TG promoted to Elite. Warrior is heading for our worker.

Turn5: Moved Raider out of Leipzig. Now only defended by archer.

IBT: A TG appeared also W of Berlin.

Turn6: Moved Raider on hill. Elite TG back in Berlin.

IBT: enemies are heading for Berlin. Worker finished road.

Turn7: worker moved to cow. Raider killed warrior.

IBT: TG moves on roaded field.

Turn8: Raider killed TG and is promoted to Vet. Misclick the worker, load again. Raider is still promoted and the worker now roading the cow. Vet TG heading for Leipzig. Changed TG in Berlin to wiseman. We need a searching boost and no enemy is seen now. And of course the Elite TG can handle some enemies.

Turn9: TG in Leipzig (with Archer), Raider in Berlin.

IBT: Maths get in. Next is cultivation (8 turns). Both Cities build wiseman. Berlin->TG (4R), Leipzig->cata(7R)

Turn10: nothing, Raider heals in Berlin.

IBT: worker finished road

Turn11: worker moved, Raider moved W of Berlin. Searching the carthagian nest.

Turn12: raider moved further

Turn13: raider moved. No carthagians

IBT: The Carthagians settled. Berlin TG->Clan or Archer

Emp_2270BC.jpg


What shall we do now? Early attack with archers or first building a settler?

I've choosen culti because the extra commerce gives a bonus in commerce and therefor research. Next I want to go for Masonary and Iron working.
 
PaGe said:
That's normal. It appears several times in the civilopedia. In the building menu of the city you have images.
But Elephantium, what do you think about the grid?
I'll wait a couple of hours till I start.

Grid? What do you mean?
 
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