EXIV - Final Regent Challenge

Exsanguination

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I've started this SG due to the apparent problems encountered with EXIII (the game will still go on, I hope!).

Parameters:

Civ: France
World Size: Standard
World: Wet, Warm, 5 billion years, 70% Continent
Barbs: Restless
Difficulty: Regent
Opponents: 5 random

-no extended goto orders
-no automated workers until very late game
-culturally linked started/AI respawn OFF
-conquest/domination OFF (for maximum score)

This will be a normal game. Anything is possible, no restrictions or variants. But there is a goal, however: a really high score. This does not mean we have to milk the game (which would suck big tme in an SG), but I'd just like to get a high score. Everything goes.


Current Roster AND Official Turn Order:

Ex - ON DECK
MingtheMerciles
curufinwe --- SKIPPED (out)
Chieftess <<PLAYING>>
God --- SKIPPED (out)
ChrTh --- SKIPPED (out)

Sign up now. Keep this game alive!!!
 
If you want a high score without milking, you want an early finish, which means ancient and middle ages wars. Romans would definately be better for that than Americans. Just don't do what we did in RBD12 and pretty much ignore culture. :) You're on continent rather than archipelago anyway, so there should at least be some AI civ wars to help keep their culture levels a bit lower too.
 
I'd love to try this, it'd be my first game and I'm not so good any higher than regent. But war I'm not good at, I'm a builder I'm afraid, but I might. French would be my prefered civilization if those are the choices.
 
Ming, you're in.

Zed - I hate conquest, and I'm thinking of throwing it out as an option. Maybe really late conquest for fun, but I'm thinking SS, diplo, or cultural. Histographic is fine, but as I said milking it would ruin all the fun. It will be up to the players.
 
Unless I find a "SG Training Day" to join, count me in, too!
 
I'm in. France sounds good since I haven't played as them.
 
huh? I thought I posted a reply this morning...

Oh well, I'll get this one off the ground in about an hour. Civ = France by popular vote (sorry Ming!). Am willing to accept one more player before tonight ends - after then, you're outta luck.

See the first post for complete rules.
 
The year was 4000 BC, and a small band of wandering nomads have come across some fertile plains after hundreds of years trekking through the treacherous northern jungles ( ;) ). They find a strange but refreshing fruit they call 'grapes'. Over several years, they learn to produce a flavorful drink called 'wine' from these small fruits. Their leader, the mighty Ex, has let out a proclamation that his French people shall settle once and for all, and rule the world with his mighty fist.

After sending out his peasants to build a productive mine to the north, he orders a road be built immediately to the grapes which he so desires. Along the way, he also orders the training of three regiments of hardy warriors to scout out and map the lands surrounding his people.

Recognizing the opportunity, Ex orders that the peasants immediately irrigate the grape lands in order to fabricate more food. The peasants try to protest, but seeing the good will of their ruler and the immediate benefits of his actions, they willingly begin a sturdy irrigation channel to lead to Paris, their only standing stronghold.

After giving the peasants a very short reprieve (less than 50 yrs), he orders the grassland to the north be mined so when his city produces the people, they shall toil in more profitable lands. Roads are constructed in tandem with every mine for maximum output.

In 3350 BC, Ex has received word that his alchemists have mastered the art of 'Bronze Working', and send out his scribes to write out Ceremonial Burial patterns for his people to follow.

Alas, in 3000 BC Ex was fell strangely ill, so they say. Rumors were spread that Ex became drunk on his wine and fell off the battlements one stormy night, thus the name 'Ex the Drunk' which will forever resonate throughout French history as the architect of their supremacy...

Notes:

-one turn till CB
-one turn till settler
-thats all

Here is a dotmap - green is high-priority, white looks good. This is just my opinion.
 

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Great, jungles. Atleast we got industrious ability.

Ex problem with your dot map is there will be alot of wasted space if we place cities that far apart. I think its a better idea to build them closer, overlap a bit.
 
God - yea, i thought that too, but if we do its either overlap way too much, or get really crappy terrain (ie the green dot the southeast). Doesn't bother me where cities are built, so long as they are not in the middle of the jungle.
 
I used to be a huge fan of little/no overlap, until I met Rain. :) (she used to play SGs). First off, we need to make Paris a settler factory. It's "off balanced" a bit (I like to see even growth - it makes it much easier to judge when something will be built). Paris is wasting a tile - the one on the wines. Why?

- It's producing 5 sheilds, and only needs 1 for the settler.
- Cerimonial Burial is in 1 turn, and income is set to 0. Taking off the worked tile on the wines does not lower our gold, or science.
- The food is optional, but I like to see even numbers. :)

So, suggestion #1: Take off that worked grape tile.

Suggestion #2 - Making a settler factory.

Ok, Paris seems to be nicely placed in terms of shields, but it's going to mess up how things are built. A settler (at size 1) is done in 10 turns. I would suggest a granary (it would take 20 turns as it stands now). On expanding in 10 turns, 7.5 additional turns (8 total, wasting 2 shields). For a total of 18 turns. Or, we could put the 2nd worked tile on the forest instead, for an even 6 turns extra. (16 total). If this works out, we can build settlers one after another (10 turns each if we watch where we put that 2nd worked tile).

Suggestion #3 - The Tight Build Strat.

This is what I mentioned above. We should build close to the capital. Why? 5 reasons:

1. Quicker defense (even though there's no known civs close by, yet. But the north will slow us down). Units can go from city to city in 1 turn (and confuse barb units! :D)

2. Less wasted roads. That is, every road built will be potentially worked. This also means more "trade squares". More 'trade' = faster research times.

3. Less wasted tiles. Paris is on a river. Great, but not every city is. This means:

a. They're stuck at size 6 (6 workable tiles) until acquaducts).

b. Paris is stuck at size 12 until hospitals (a LONG way off!).

Of the 21 tiles a city can use, Paris can only use 12 additional tiles. Other cities, only 6. (not including their own).

We can place cities on "normal spots" for the long run, if we wish to disband the inner cities.

4. Less corruption. The cities in the origanal plan will have a small amount of corruption, which slows down unit/building production. This leads into #5.

5. Quicker escourts. Good for expanding. Take this scenario. galley in 10 turns, settler in 15, and a spearmen in 10. (35 turns). Not good if you're in a desperate war and need to escape. In the early game, there's not much of a noticible difference. But, look at the late game, when rails come, along with factories. 200 production will be wasted on most units costing 50. But, put 4 cities, sharing 50 each, and you're pumping out 4 units per turn!


Here's the map. Green indicates possible city sites. Pink is in the future. Red is later (and more corruption, too). We should build to the south or east first, and on the dots closer to bonus food and/or hills.
 

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BTW, sorry for the mega compression. :) Usually, 80% barely does a thing... Anyway, Once we get about 1 worker per city (and lots of early temples), We can clear the jungle. By then, we'll have settled everywhere else (that we can see..)

Also, workers are only efficient on jungle to a certain point. After so many workers (like 5 or so), it takes a while for that "2 turns" to go to "1 turn". So, limit the workers on jungle.


Another note:

We could complete that granary in 6 turns (move the (city screen) worker on grapes to forest). But, I'd like to see that 2nd city first.
 
remember, we're going for score, which means big cities, which means minimal overlap. Some (one/two tile) overlap is fine, but the way you've set it up Paris won't get past 13 ;).

I admit some of my city locales were a bit far away from Paris, but we must make a good core of productive, minimal overlap cities. The jungle to the north will be a huge barrier to our expansion, but don't hesitate to get a couple cities up there, esp for the spices (we're industrious, so we can clear those jungles up fast enough).

Also, there is nothing wrong with claiming some of the fertile land way up north, past the jungle. We'll need it, and I'll be someone is hiding in that region. Claim ALL the good land we can!
 
You can overlap 1 or 2 tiles and still get size 25 cities. After 21 citizens the rest are specialist and don't really help other than entertainers.
 
That's the one thing I don't know how to do. Get a high score. :)

(High for me is 2000).
 
Alright, lets set a goal: HOF. #10 is 4755, so lets see how close we can get. However, we won't be able to submit to the HOF, as the rules are edited (conquest/domination off).

That means we can control 99% of the worlds area - big time points. But lets not get hasty, lets see how this turns out and then make some decisions.
 
With a tight build, we can build workers, settlers, and units at a rapid pace.
 
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