It is the year 1700 AD. The great Empire of the Random Minions has drifted from leader to leader for nearly 6000 years. In all of this time they have been driven by a humbling awe at the unknowable mechanisms that drive this often brutal universe mixed with a persistent desire to bring themselves closer to their God through doing what they are told is his bidding.
Scripture is visited upon them through the tossing of bones in the High Palace of Moscow. The people have yet again tossed out their leader for not doing their Lord and Master's bidding quickly enough. They have a saying in Moscow, 'Toss the dice, or Toss the King. Whatever it takes to satisfy the Lord'.
Thrust into power was a young man from the southern wilds of the empire. His name was Paul, and he was given a seemingly impossible task: Take a wounded soldier and make him great. Have him singlehandedly lead armies into glorious victory. Not only must heathen blood be shed. But it must be done by this one man. A man named Lucky.
OK. The situation doesn't look promising. We have 3 cats in the area, and one medic. If I move Lucky and the Medic together, Lucky takes 4 turns to heal up. With 4 points needed, I'd say we can't afford him half of the turns to heal, considering he's also 4 moves from Madrid. Zaragoza is only 1 move away, but holds only 2 units and is on a hill. Boy, this looks bad. I start Lucky healing and consider my options. Maybe Sweet Lady Pouty Pants will make a move and I can squish some Spaniards on open ground. We'll see. Meantime, I'll continue the pillage efforts and do some MMing.
We have a Prophet in Moscow, but are due another GP in 1 turn. Great Scientist leads the odds at over 45%, in which case I'll start a Golden Age as we have all the shrines we can have.
Once a few tiles are switched here or there, we're running 70% science @ -11gpt with Chemistry due in 4. Not bad, healthy bank account. Things are looking up since last I ruled.
PRESS ENTER ALREADY.
Turn 250 (1700 AD - Inherited Turn)
St. Peter (Great Prophet) born in Moscow
St. Petersburg finishes: University
Antium finishes: Market
Bombay grows: 8
Son of a... another Prophet? Dang it. Make him a super priest in Moscow for 2 hammers, 5 gold and 3 beakers. He kicks ass for God.
Turn 251 (1705 AD)
Archer promoted: City Garrison II
Spearman promoted: Woodsman I
Swordsman promoted: Combat I
Knight promoted: Pinch <--- what is this?
Crossbowman promoted: Guerilla I
Crossbowman promoted: Drill I
St. Petersburg begins: Cossack
Antium begins: Barracks
Some further looking at the situation in Spain indicates it is NOT good. Isabella isn't wandering around with weak troops. She isn't wandering around with ANY troops. We appear to be screwed.
Rostov grows: 12
Rostov finishes: Cossack
Bangalore grows: 9
Delhi grows: 9
Rome finishes: Library
Turn 252 (1710 AD)
Rostov begins: Catapult
Rome begins: University
OH BABY. This could be the break we've needed:
2 moderate units, not on a hill, no walls and within 1 tile of Lucky and the rest of the gang. STOP THE MARCH TO MADRID. WE HAVE A NEW TARGET.
Rostov finishes: Catapult
Delhi finishes: Cossack
Turn 253 (1715 AD)
Rostov begins: Cossack
Delhi begins: Catapult
Cossack promoted: Combat I
Catapult promoted: Barrage I
Do some bombarding of Pamplona.
Tech learned: Chemistry
Delhi finishes: Catapult
Antium finishes: Barracks
Maceman loses to: Spanish Conquistador (8.50/10)
IBT Isabella attacks a loose mace with a Conq. Mace was on a hill, but still lost. Dang. On the upside, maybe he's banged up enough for Lucky to take a pop at.
Turn 254 (1720 AD)
Here's something interesting back home:
Tech learned: Drama
Calcutta finishes: Christian Missionary
Turn 255 (1725 AD)
OK. Time for some action. I'm going to try to soften the 2 defenders in Pamplona up enough for Lucky to take them out without much risk. He's healed a bit, but not much, so this could be dicey, but I'm running out of time.
There's a longbowman and a spearman, both 6/6. The longbowman is City Garrison I, the pike is Combat II. Fun.
First I take on the Longbow with cats, softening the pike with collateral and hoping one of them with scratch the bow.
Catapult loses to: Spanish Longbowman (6.00/6)
Catapult loses to: Spanish Longbowman (6.00/6)
Pikeman: 4.9/6
Ouch. OK, find our worst odds from the stack and send him in.
Axeman loses to: Spanish Longbowman (3.96/6)
Better. Get 95.3% for Lucky. Do it.
Maceman defeats (0.32/8): Spanish Longbowman
HE GOT 2 XP PEOPLE! 15/17. We MIGHT be a show. Sadly, his 0.32/8 indicates that this show might close early in spectacular failure, but we can only try.
Moscow finishes: Cossack
Rostov finishes: Cossack
Yaroslavl' finishes: Observatory
Bombay finishes: Galleon
Turn 256 (1730 AD)
Moscow begins: Cossack
Rostov begins: Catapult
Yaroslavl' begins: Barracks
Bombay begins: Forge
Cossack promoted: Combat I
Cossack promoted: Combat I
I land some more troops on Spicy Spanish Soil. Lucky heals up as best he can before the big Turn 8 - Turn of Destiny.
St. Petersburg finishes: Cossack
Madras finishes: Cossack
Turn 257 (1735 AD)
Cossack promoted: Combat I
St. Petersburg finishes: Catapult
Rostov finishes: Catapult
Bangalore finishes: Cossack
Calcutta finishes: Christian Missionary
Antium grows: 8
Antium finishes: Library
Interesting. Pamplona has been reinforced.
Will bombard and launch the final attack next turn. This could go either way. I'll need to weaken the units but not kill them. Sadly, I can't tell the units to withdraw from a winning position, so I need to find the WORST odds in my stack rather than the best. Very counter intuitive. I feel dirty.
Meantime I'm going to take out the 2 toughest defenders, leaving the weakie for Lucky.
Maceman defeats (4.88/8): Spanish Longbowman <--- IPM
Crossbowman defeats (5.04/6): Spanish Pikeman
Job done.
Maceman defeats (4.16/8): Barbarian Longbowman
IBT a barb longbow chooses to attack us rather than the new English city that was stupid enough to settle 1 tile outside of our border. Thanks for the culture flipped present, Vicky.
Turn 258 (1740 AD) - THE TURN OF DESTINY
Another Spanish Catapult arrives, but is on a hill and gives worse odds than the one in the bombarded Pamplona. This is it. Time to kill all bar the softest defender. The city has:
Catapult - 5.0/5 - Combat I
My worst odds are on a cat. I send the brave souls to almost certain destruction (31%).
Catapult loses to: Spanish Catapult (2.15/5)
OK. Not bad. Here's the picture.
Will he survive?
If so, how much experience will he earn?
THIS IS IT, LUCKY BOY. TIME TO LIVE UP TO YOUR NAME
Maceman defeats (0.64/8): Spanish Catapult
Razed Pamplona
YES! Lucky survived, now... the moment of truth, his experience...
And now we are so happy, we do the dance of JOY!
Da da da da da-da... da da da da! Hey!
You know, I actually didn't think I'd make it. That was some incredible luck getting 2 xp each time. Do you get more xp the more you get wounded in battle? Maybe that's how he managed it. Either way, I'm damned happy with that!
OK, enough of that. RNGod appeased! And on the last available turn. Phew. I need a dice rolling interlude.
DICE ROLLING INTERLUDE
Die 1: 6
Die 2: 4
6 * 4 = 24! - Learn a technology that allows a new unit.
Well, we're 2 turns away from Steel (which among other things allows cannons), and I'm 2 turns away from the end of my turnset, so why don't we just stick with that and I'll roll again before I leave.
And yes, I did consider delaying things to give us a break, but that would be awfully gamey, and I figure when the RNGod wants, he wants NOW.
Cossack defeats (16.20/18): Spanish Catapult
Catapult promoted: Barrage I
Catapult promoted: Barrage I
Moscow grows: 17
St. Petersburg grows: 15
Delhi finishes: Cossack
Caravel loses to: Spanish Caravel (1.20/3)
IBT lost a caravel that must have been on auto-scout because I never saw him
Turn 259 (1745 AD)
Delhi begins: Theatre
Cossack promoted: Combat I
Lucky 17 (Maceman) promoted: City Raider III
Cossack promoted: Flanking I
Tech learned: Steel
Madras grows: 9
Delhi finishes: Theatre
Antium finishes: Theatre
Bombay grows: 9
Time for another brief dice rolling interlude.
DICE ROLLING INTERLUDE II
Die 1: 3
Die 2: 4
3 * 4 = 12! - Spread any religion to 3 cities.
Well, considering I'm already spreading Christianity, I can manage that. Awww, he's gone all peaceful on us!
Turn 260 (1750 AD)
Research begun: Printing Press
Delhi begins: Christian Missionary
Antium begins: Christian Missionary
Maceman defeats (4.16/8): Barbarian Axeman
Now there are no beakers invested in Printing Press, but I think it's probably the best option for us what with the boost in Town Commerce.
Anyhoo, next players have an ample 29 turns to spread Christianity to 3 cities, and I've got some missionaries under construction. Good luck!
Oh, and kill the Spaniards for me would you. I really hated not to march our Stack of UltraDoom through Madrid