Fox-02 -- Praying to the RNG God

That's precisely what I'm doing, Paul. Divine right is taken, so I don't know how "worth-it" it is. We can probably have a golden era in 15 turns or so.
 
My turns: (played in 1.61)

A note. I'm having a ton of problems with screenshots since the patch. Only a couple came out so I decided to ditch them all together. Sorry. I tried to be as descriptive as possible, though.

I hope it works for you

Turn 230 (1600 AD)
Inherited turn. I've found XP-Adder
He needs to get to 17 XP, so I renamed him to Lucky 17. I'm too stupid to remember otherwise.
Looks like the horse archer that put us into the win column on the last objective is about to get creamed. 0.6/6 health. I'll upgrade him to at least take out some extra HP from the sword right next to him.
Horse Archer promoted: Shock
Promoted to shock. Now he's 3.3/6 with combat I and shock.
IBT, he'll face a healthy-yet-unpromoted sword
We've got a galleon due in 3 in Moscow.
Another due in 4 in Antium.
We also have ane empty galleon sitting off our East coast.
Galleons hold 3 soldiers each. That's 9 units I need to send overseas.
I see a stack of 4 swords and 2 axes. Must be ear-marked for a galley. I'd also like a cat or 2 and some anti-horse units.
F5 says we've got one pikeman and 6 macemen. I need to find them and put them on boats.
Our lone pike is the only defender in Bombay. I think I need to make a few more defenders.
Novgorod can't support another population point.
It's got 25 food at pop 12. Pop 13 would need 26 food. We've got a couple of 1f1P tiles left (nothing better). Growing to 13 would net us 1 hammer and stagnant growth.

So I stopped working a 1F2P tile and switched to a 3P tile. That gives us our extra hammer now.
Same deal in Bangalore. Were at pop 7 and we have 15 food. All we have are 1F1P tiles. We'll grow in 1 turn and we'll be able to support the 8th pop, but that will stagnate us and only gain 1 hammer.
Okay, we are building a farm on a tundra which will give +1 food, so I'll let it grow then make a specialist next turn.
Madras has a 1F1P6C tile and a 7C tile. It's not working either.
Unfortunately, there's really no good option. All of our food tiles are either 3F, or they're 2F with a bunch of gold or production. Nothing I'd like to stop working.
Madras will grow in 7. I think I'll stagnate it then and work a big commerce tile
Nice. Yaroslavl has 3 specialists. With representation, thats +9 beakers.
Calcutta just blows. Period.
Delhi's got some awefully nice tiles to work. I guess it's still recovering from the war, since it's only pop 6. This is a town that will absolutely rock in about 30 turns.
Antium's got a ton of gold that it'll lose as soon as the Colossus is obsolete. When is that?
At Bombay, I remove a scientist (I know, it's 6 beakers) and work a hamlet. That gives us 2 extra food and we'll grow in one turn. I'll put the scientist back next turn.
And that's all the MM for the inherited turn.
Looking abroad, I see Mecca and Damascus are French. Interesting. We'll deal with that when our RNGod tells us to.
That's it for the inherited turn. Time to press enter.
St. John (Great Prophet) born in Moscow
Bangalore grows: 8
Bombay grows: 6
Horse Archer loses to: Barbarian Swordsman (4.74/6)

Turn 231 (1605 AD)
IBT, our horse archer lost to a barb sword and St. John was born in Moscow.
The barb city, Jute is size one and defended by two archers.
St. John can discover us Theology, which we don't need.
We have the christian, hindu, and budhist holy cities. Do they all have shrines?
Moscow has the Kashi Vishwhatever
Dehli's got the Mahabodi.
And antium's got the Church of the Nativity
Moscow will trip our next GP in about 23 turns, but it won't tell me the odds on which type. Is that a patch "feature"?
I'm going to hold on to him for the moment. We'll research Philosophy next turn. If Theology is super cheap, I'll take it, then see if St. John will give us anything better.
Looking at trades, Nappy's got dyes, spices, and sugar in abundance, but we don't need any happy right now.
Mental note, Rome has two clams with no nets.
End of turn 1
Novgorod finishes: Hindu Temple
Rostov grows: 10
Delhi finishes: Hindu Temple

Turn 232 (1610 AD)
Research begun: Theology
Novgorod begins: Maceman
Delhi begins: Pikeman
We learned Philosophy and theology is only 1 turn, so I went with it to see if St. John will teach us anything cool.
Izzy adobts vassalage.
Izzy adopts mercantilism, too.
Izzy adopts Theocracy, too.
Archemedes BIAFAL
So she's prepping for war. Not a good sign for those of us hoping to rape a few XP from her.
I decide to go ahead with theology. If we miss liberalism by one turn, hang me by my toenails from the rafters.
Lucky 17 goes in to kill him an archer. 98% odds.
Maceman defeats (5.76/8): Barbarian Archer
He now has 10 XP and is (I believe) capped out for barb-related XP.
Horse Archer defeats (4.92/6): Barbarian Archer
Razed Jute
So our horse archer razes the city. We get a whopping 3 Gold.
Vicky is willing to give us drama, banking, theology, 170gold and a map for education. I decide not to do it.
Izzy's a bi-ch and won't give us open borders to scout our landing area.
End of turn 2
Moscow grows: 16
Moscow finishes: Galleon
St. Petersburg finishes: The Hagia Sophia
Yaroslavl' grows: 13
Yaroslavl' finishes: Market
Delhi grows: 7
Bombay finishes: Granary

Turn 233 (1615 AD)
Research begun: Liberalism
St. Petersburg begins: Knight
Yaroslavl' begins: Galleon
Bombay begins: Work Boat
Sistine Chapel BIAFAL.
Hagia Sophia completed in St. Pete.
Moscow begins: Knight
St. John will get us 1250/1530 worth of Devine Right.
Islam is already gone so it's not worth it. I think I'll keep the GP for a golden age.
Vicky will give us Divine Right and Banking for Education. Maybe after liberalism.
End of turn 3
Novgorod finishes: Maceman
Rostov finishes: Catapult
Delhi's borders expand
Antium finishes: Galleon

Turn 234 (1620 AD)
Novgorod begins: Knight
Rostov begins: University
Antium begins: Knight
Al-Razi BIAFAL.
Barb sword off the port bow.
Madras finishes: Forge
Delhi finishes: Pikeman

Turn 235 (1625 AD)
Madras begins: Buddhist Monastery
Delhi begins: Catapult
End of turn 5
Novgorod finishes: Knight
Rome grows: 13

Turn 236 (1630 AD)
Novgorod begins: Maceman
Okay guys. Tough call. We've got troops already sitting in Nappy's lands, waiting for others to arrive before we take on Izzy <cough>b!tch</cough>. IBT, Nappy shows up and demands 190 gold. He was cautious at +1.
Correction. +2. Now I don't know where the threshold for open borders is. This decision is a 2 point modifier. If I refuse, we'll be at +1 (you refused to give tribute).
If I accept, we'll be at +4 (you gave us tribute). As much as 190 gold is important, open borders with Nappy is crucial to our current objective. I gave him the money.
Further, I trade him silk, wine, and corn for dye, spice, and sugar.
We didn't really need any of it, but I want to keep those borders open.
End of turn 6
Moscow finishes: Knight
Bangalore's borders expand
Bangalore finishes: Observatory
Madras grows: 7
Axeman defeats (2.45/5): Barbarian Swordsman
Spearman defeats (2.56/4): Barbarian Archer

Turn 237 (1635 AD)
Research begun: Military Tradition
Bangalore begins: Crossbowman
Okay. Super Duper! We discovered liberalism first and I took nationalism. It was either that or gun powder.
Also IBT our injured forest ranger axe took out a barb sword and a fog-busting spear took out a barb archer.

I began researching military tradition. 6 turns 'till cossacks, folks. Can we say smashy, smashy?
End of turn 7
St. Petersburg finishes: Knight
Novgorod finishes: Maceman
Calcutta finishes: Library
Delhi finishes: Catapult

Turn 238 (1640 AD)
St. Petersburg begins: Crossbowman
Novgorod begins: Catapult
Calcutta begins: Hindu Missionary
Delhi begins: Pikeman
IBT Izzy demands education. Guess what I told her she can do with herself.
Running out of things for workers to do.
We've got a lot of forest we could chop, but most of it is good for barb defense.
End of turn 8
Novgorod finishes: Catapult
Bombay finishes: Work Boat

Turn 239 (1645 AD)
Novgorod begins: Longbowman
Bombay begins: Work Boat
End of turn 9
Moscow finishes: Observatory
Novgorod finishes: Longbowman
Rostov grows: 11
Madras finishes: Buddhist Monastery
Antium finishes: Knight
Rome finishes: Market

Turn 240 (1650 AD)
Moscow begins: Crossbowman
Novgorod begins: Pikeman
Madras begins: Knight
Antium begins: Maceman
Rome begins: Library
Nappy adopts serfdom
Alhazen born in Coventry
End of turns.

Summary:

I've set up three staging areas. Moscow, East of Madras, and Rome. Both Rome and Moscow have a bunch of troops sitting in them. The one outside Madras is almost empty because a boat can get there and back in 2 turns.
The next person might want to just move everybody to that close staging area.
We have a lot of civics options open to us. I didn't change any mainly because I :smoke:ed the decision until it was too late.
We have a great prophet sitting in Moscow.
Another Great Person will arrive in 10 turns in Moscow. Likely a scientist. The group can decide what to do with them.
Military tradition is due in 3.
I have a couple of galleons on go-to orders back to their respective staging areas. Sorry if that pisses people off.
We have 12 units in Nappy-land on Izzy's border. Lucky 17 is not yet among them. He's in Moscow awaiting a ride over.
The demo screen says we're #1 in GNP and Production.
Second in food, 4th in soldiers.
Most of our cities are on military builds.
 
Good turns, rex. One wonder, and a pending war ... ? Did we get the circumnavigation bonus? Or did it go to Lizzy?

So, I presume Lucky-17 is still at 10xp?

--


RNGod's Assignments Thus Far
- Seek the RNG God: Started 4000BC, Completed 3240BC, 19 turns.
- 3x1: Learn Wonder-Enabling Tech: Started 3240BC, Completed 2280BC, 24 turns.
- 4x6: Learn New-Unit Tech: Started 2280BC, Completed 1800BC, 11 turns.
- 1x5: Get Something for Free: Started 1800BC, Failed (Punishment: 2: Whip all cities).
- 5x4: Capture City w New Resources: Started 600BC, Completed 25BC, 25 turns.
- 2x3: Capture or Found 3 more Cities: Started 0AD (or is it 0BC?), Completed 580AD, 24 Turns.
- 4x4: Capture 3 Cities from 3 Civs: Started 580AD, Failed (Punishment: 5: Declare war on most powerful Civ).
- 6x1: Capture or Found 3 more Cities: Started 1100AD, Completed 1280AD, 19 turns.
- 5x5: Capture City with World Wonder or Shrine: Started 1280AD, Completed 1370AD, 8 turns.
- 4x1: Kill N*5=30 Enemies: Started 1370AD, Completed 1585AD, 30 turns.
- 3x6: Add 10 XP to a Unit (named: Lucky-17): Started 1590AD, Yet to Complete, 3 xp added and 18 turns Remaining.

Roster
-- GreyFox
-- Dantski == UP (1.61)
-- rex_tyranus == Back to the Temple
-- omni_pau l== On Deck
-- n0xie
-- mucco == autoskip until computer is healthy again

--
 
We lost the circumnavigation race 300 years ago.

Good turns, rex. One wonder, and a pending war ... ?

Don't forget, I learned like 17 techs. Okay, it was 4, but that's a lot for 10 turns.

So, I presume Lucky-17 is still at 10xp?

Yes, can't get >10 with barbs and we haven't yet begun to war. Still sending over troops.
 
ok barring any domestic mishaps, I'll complete this today
 
Hooray!

I play and only deliver half a report! :cry:

But you shall find out why soon enough. :mischief:

Turn 0 1650AD

nappygold.jpg


Sell Deer to Napo for 11 GPT. Our economy may be better than it was, but another little nudge helps!

Rome steals a tile from Antium so we can get the cottage developed instead of working a 2F1G sea tile.

I do a lot of MM in our tundra cities, many were working 1F1P tiles when they could work far better tiles.


Turn 1

Axe defeats Barb archer. In retaliation another Barb spawns. I will move something close to the Barb city to intercept troublemakers.


Turn 2

Military Tradition ---> Banking (want to see if economics + free merchant is taken yet)
Mace defeats Barb Sword


Turn 3

More units move towards Spain.. also a longbow appears west of Bombay, with only a Pike defending, I send a new 0XP Mace there just in case.


Turn 4

Banking > Gunpowder (for Cossacks):hammer:

Free merchant from economics is still available. But decided against it this time.

I finally notice that all of the AI share the same religion. So when we attack Spain we will..

1. Get a ‘you attacked our friend’ negative from the other 2
2. Possibly drag one or both of the others into a war against us. (grabbing Cossacks over free merchant looks a better decision now)
3. Quite possibly lose open borders and trading with our neighbours (wow don't we hate our economy?) :mad:


Turn 5

More Gelleons arrive on the scene.

I reckon we’re as ready as we’re likely to be before Cossacks get on the field. 5 boatloads 2 already landed stacks + a catapult dropped off are poised to assault.

This picture shows our positions at this moment.

positions.jpg


Everyone happy to attack? I shall resume this in a few hours
 
Can I assume Lucky 17 is on the continent? Getting 7XP might take a while as he'll have to heal a lot. Maybe ugrade some guys to medic around him?

Good luck. The first 5 turns of war will be brutal. Izzy outnumbers us troops-wise and ALL of hers are on the right continent.

As far as I'm concerned, you may commence primary ignition.
 
Oh I have a medic with our XP-monger and intend to land in forests and hills if possible and let her attack our invaders for a few turns (unless the hidden city is easily beaten).

On that note, I assume we'd prefer to raze any city we take? The culture undoubtedly would stifle any growth + we'll never have good relations with Spain anyways
 
Turn 6

WAR IS DECLARED, a Spanish galley unloads its longbow/settler pair before it can be destroyed.


Turn 7

Mace defeats Barb longbow

No Spanish attacks this turn. I wipe out the empty galley and also land some more troops which I forgot the previous turn. The settler founds Zaragoza right on the coast (on a hill too), and its immediately reinforced by a Pikeman too

Gunpowder --> Economics


Turn 8

Hmm a Barb horsie is sniffing around south. Nothing in the area beats it in the open so I hope it suicides on my forest dwelling axe.

Still no Spanish reprisals, I notice Izzy has Chichen Itza which means I’m not inclined to attack Zaragoza but attack the far more valuable Toledo which is defended by 3 well promoted longbows. Pity IPM is in the area.

In case you were wondering, there’s no hope of cutting off Spain’s Iron or Horses, they are both far East


Turn 9

Vicky completes Spiral Minaret

Lots of Cottage Pillaging while our few catapults wear down Toledo, nice of Spain to finance our unit upgrades! :crazyeye:

Also I forgot to mention that earlier in my turn I started Taj Mahal in Novgorod.


Turn 10

Economics --> Chemistry (free to change this)

It seems Vicky grabbed Economics just before us, so no Merchant for us. On the plus side Moscow produces a GP next turn

Barb Horse archer takes out a worker, he is then dealt with by a nearby Spearman.

The first Cossack arrives on Spanish soil. Or is it RNG soil?

2 Cats bring Toledo down to 0%, time to attack...

THE BATTLE OF TOLEDO 1700AD

Catapult loses to Longbow (did no damage to defender, 10% splash damage)
Knight loses to Longbow (0.3/6)
Since 17 XP will require a toughish odds victory sometime I send in Lucky 17 at 61% odds
Lucky 17 defeats Longbow (1.9/8) gains 3 XP, 4 to go.
Sword defeats Longbow
Knight defeats Longbow and city is taken

210 gold pillaged and I raze the city

I think our next main target should be Madrid, after that I’d advise peace.

I don’t believe our Lucky 17 Mace can heal and attack Madrid in time. Our only hope might be to attack Zaragoza at bad odds (30% maybe) in order to get 4 XP from a fight.

Cossacks are being produced all over the Minions empire.
 
Excellent. <tear in eye /> I love Cossacks. Good turns, Dantski. Hey what's with the avatar? Paul gripes once and you rush to change it? I liked the ghost. Edit: Also, I think we should try to rig some defensive battles for Lucky 17. Two or three 1-point battles in one turn would be great. Does the rule say he has to survive the turn if he gets 17 IBT?

Also, I hope no one minds, but I wanted to take this space to announce PR01 An OCC Diplomatic Excursion.

This is a closed-roster SG that Pholk and I are doing together, just him and me. Sorry. It's actually a practice run he and I are doing for a later SG that requires only two people.

Anyhow, as the title implies, it's an OCC (one city challenge) and we're requiring a diplomatic victory of ourselves. I've played the first 40-ish turns already.

Feel free to stop by, make fun of us, and throw rotten fruit when appropriate.
 
@n0xie: your [offtopic gamestrategy intermezzo] is threading dangerously close to violating the variant. Remember, we are mindless minions, and cannot discuss long term victory plan. But since you voiced something and nobody responded, it was technically not a "discussion" ...
Well since about 90% of our objectives are 'war' related, that doesn't make for a very diverse endgame now does it :p Anyway winning by killing stuff is fine by me two. After all we are the mighty... errr. what are we again? Oh yeah cossacks: the mighty Russians! MUhahaha. Conquest will be mine... errr... ours.... yeah that's what I meant.... ours...
 
Oh boy. So how many turns do I have to get the extra 4 xp? 8? And he's at 1.9 health? Yikes.

Well, we should be able to heal him to a decent level in 3 turns, which leaves 5 turns to kill 4 soft targets, or win 2 hard battles. It's just a shame he can't heal while on the move, so I'll need to get him to the next city in a big stack, heal up fast while I bombard, then use him for mop up as I prolong what would otherwise be a quick take of a city.

Actually, healing in enemy territory is slower isnt it. Dang. This could be a failure, but we'll see. I'm not convinced that some other full health unit can't get 10xp in 8 turns :D

Will play and post tonight (8 hours).
 
He's not due any promotions, is he? When I left him, I think, he hadn't been promoted at all. At least I remember thinking, "we should save all his promos for quick healing."

Also, we just captured a city. Put him there and he'll heal quicker.
 
I guess I like Dantski's idea to send him into a 20% odds battle. Let RNGod decide our fate.

Either that or seperate him from all the others on a forest hill and see if the AI will send a few units just to kill him. Two or three defensive battles aught to do it, right?
 
Does the rule say he has to survive the turn if he gets 17 IBT?
The rule says nothing. So as long a syou can prove that he gains 17xp (by a screenshot, supposedly, or I think I will trust the honor of the players on their words), it dose not matter if he did not survive a turn after gaining 10xp.

Hmm .. I would have thought it easier for him to pick the 10 xp by attacking weakened targets, gaining 1 xp 1 by 1. Instead of chancing him to take 4 xp i a single battle, and rendering him too injured to atatck again in 5 turns, not to mention the risk of losing him.

If I have know this is the strategy to pursue, I would have picked the IPM as the XP monger. My :smoke:.

--

RNGod's Assignments Thus Far
- Seek the RNG God: Started 4000BC, Completed 3240BC, 19 turns.
- 3x1: Learn Wonder-Enabling Tech: Started 3240BC, Completed 2280BC, 24 turns.
- 4x6: Learn New-Unit Tech: Started 2280BC, Completed 1800BC, 11 turns.
- 1x5: Get Something for Free: Started 1800BC, Failed (Punishment: 2: Whip all cities).
- 5x4: Capture City w New Resources: Started 600BC, Completed 25BC, 25 turns.
- 2x3: Capture or Found 3 more Cities: Started 0AD (or is it 0BC?), Completed 580AD, 24 Turns.
- 4x4: Capture 3 Cities from 3 Civs: Started 580AD, Failed (Punishment: 5: Declare war on most powerful Civ).
- 6x1: Capture or Found 3 more Cities: Started 1100AD, Completed 1280AD, 19 turns.
- 5x5: Capture City with World Wonder or Shrine: Started 1280AD, Completed 1370AD, 8 turns.
- 4x1: Kill N*5=30 Enemies: Started 1370AD, Completed 1585AD, 30 turns.
- 3x6: Add 10 XP to a Unit (named: Lucky-17): Started 1590AD, Yet to Complete, 6 xp added and 8 turns Remaining.

Roster
-- GreyFox
-- Dantski == Back to the Temple
-- rex_tyranus
-- omni_paul == UP (1.61)
-- n0xie == On Deck
-- mucco == autoskip until computer is healthy again

--
 
I'll save the low odds option for my last available turn. Priority will be:

a) Does he have available promotions to help heal?

b) Is there another unit around that can gain 10 xp in 8 turns (maybe it can be demonstrated that they have already gained some xp within the previous 22 turns which makes this a little easier)?

c) Can lucky 17 actually heal enough in conjunction with a medic to fight 4 mop up or defensive battles in 8 turns? This will depend heavily on the Spicy Spaniard's response to our incursion. For once, I hope it's swift and low powered :D

d) Suiciding Lucky at crazy odds on turn 8.

e) Praying for a favourable punishment roll if all of the above fail.

So I have options :D
 
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