Fox-02 -- Praying to the RNG God

The RNGod Smacks Us

So, you think you can outsmart the RNGod, eh?

Apparently so ....

fox02a-argriculture.jpg


But think again!!!

He killed our scout by sneding a huge furry beast as punishment for not trying to accompishing His task immediately!

He also sent us this devious looking baldy from up north who keep asking people to eat his salad ...

fox02a-met-jc.jpg



-- End of Chapter 1 --​


After-Turns

- JC appears from north

- We got a warrior from a hut, making is ways back to protect Moscow

- A worker is poping soon, suggest to let him work on the corn, then road the corn. Thereafter, should go connect the stones and maybe build us a wonder or two.

- The worker is changed from barracks when Moscow grows to 4, so there is 5 turns of barracks left in Moscow

- I have delayed BW for far too long, suggesting getting it soon ...

- Our northern lands:

fox02a-north-moscow.jpg


- Our Southern lands:

fox02a-south-moscow.jpg


- autolog, if interested:
Spoiler :

Turn 0 (4000 BC)

Turn 1 (3960 BC)
Moscow founded
Moscow begins: Scout
Tribal village results: a little gold
GreyFox: 42g from hut

Turn 2 (3920 BC)
Research begun: Mysticism

Turn 3 (3880 BC)
Moscow's borders expand

Turn 4 (3840 BC)
Tribal village results: a little gold
GreyFox: 38g from hut

Turn 5 (3800 BC)

Turn 6 (3760 BC)
Scout defeats (0.64/1): Barbarian Wolf

Turn 7 (3720 BC)
Tech learned: Mysticism
Buddhism founded in a distant land

Turn 8 (3680 BC)
Research begun: Polytheism
Moscow grows: 2

Turn 9 (3640 BC)

Turn 10 (3600 BC)

Turn 11 (3560 BC)
Tribal village results: map

Turn 12 (3520 BC)
GreyFox: Map from a hut
Moscow finishes: Scout

Turn 13 (3480 BC)
Moscow begins: Barracks
Scout defeats (0.88/1): Barbarian Wolf

Turn 14 (3440 BC)
Tribal village results: a little gold
GreyFox: 38g from hut

Turn 15 (3400 BC)
Scout defeats (0.68/1): Barbarian Lion

Turn 16 (3360 BC)
Moscow grows: 3

Turn 17 (3320 BC)

Turn 18 (3280 BC)
Tech learned: Polytheism
Hinduism founded in Moscow
Hinduism has spread: Moscow

Turn 19 (3240 BC)
Research begun: Agriculture
GreyFox: First objective met!
GreyFox:
GreyFox: Dice Roll = 3, 1 == 3: "Learn a tech that enables a wonder or a religion" -- Dang, we just learnt one!

Turn 20 (3200 BC)
Research begun: Masonry
Research begun: Masonry
Research begun: Agriculture

Turn 21 (3160 BC)

Turn 22 (3120 BC)
Moscow's borders expand
Contact made: Roman Empire

Turn 23 (3080 BC)
GreyFox: met JC
Scout loses to: Barbarian Bear (1.20/3)
Scout defeats (0.89/1): Barbarian Wolf

Turn 24 (3040 BC)

Turn 25 (3000 BC)
Moscow grows: 4

Turn 26 (2960 BC)
Moscow begins: Worker
Tech learned: Agriculture

Turn 27 (2920 BC)
Research begun: The Wheel
Tribal village results: warrior
GreyFox: Warrior from hut

Turn 28 (2880 BC)

Turn 29 (2840 BC)

Turn 30 (2800 BC)

Objective Check:
- "Learn a tech that enables a wonder or a religion"
- Started in Turn 19 (3240 BC), I played 30 turns, so next player has 19 turns to complete the objective.

Roster
-- GreyFox == Just Played
-- Danski == UP
-- rex_tyranus == On Deck
-- mucco
-- n0xie
-- omni_paul
Reminder: Danski, rex, and mucco will play 20 each, n0xie and omni_paul 15 each. 10 turns each thereafter.

- The list of objectives, for easy reference.


The save:
 
@Danski:
1. Gift city to opponent we have worst relations with [1]
2. Whip all cities
3. Disband 3 units with highest combat strength.
The above are one time only.

4. Change all Civics to the most basic ones [2]
Once changes, there will be a 4 turns cool off period. So, I would say 4 turns is good enough.

5. Declare War on most powerful Civ [1]
Once declared, I think the AI will refuse to talk for 10 turns. So that is good enough.

6. Cancel open borders with all Civs [1]
Not sure if you can cancel in one turn and resume in the next. But I will go for 10 turns as well.


@rex: I made it even smpler :) If you check my sig, there is a hyperlink to the list from the "random obectives" :D

-
 
Oooeee we got stone nearby :D

Would be ashame to not connect it and give the RNG some stone slabs to shine his radience upon... If that fails we might build pointy stony objects so we are closer to our saviour. He will most likely grant us with wisdom of the future and it will surely make our people happy in the first 4 cities, knowing they are closer to the Gods than any other Civ ;)
 
Fox, you have 14 links in your sig! Good thing you pointed it out, or I'd never have seen it. Seriously, though, thanks for making it easier.

Definitely looks to me like RNGod has sent a stern message that his requests must not be put on the back burner. Bears don't just appear out of nowhere to eat scouts. That bear was sent by RNGod and we got off lucky, IMO

RNGod :mad: at lazy so-called minions!
 
I'll pick the save up in a bit, 50/50 for playing it today
 
Anyone wants to initiate a dot-map discussion? I had a dream last-night and the RNGod tell me we should think about expanding ... :mischief:

One comment on the map: it sure is wierd, with the ice caps on the west. It looks like we are on a strip of land on the "West-Pole". The sea or a huge river is in the middle, and there be some land on the "East-Pole" too. I am starting to feel that on the western side, JC and us are the only tribes. Feels wierd to be exploring for 1200 years and meet only one rival.

-
 
Looking at it. No obvious next site so far. Still looking. The resources seem to all be in the wrong spot for a good coastal city rear the capital. Do we have any rivers?
 
Here's my first take on things. Not a whole lot of thought put into it, though.
 

Attachments

  • rngod_dotmap1.jpg
    rngod_dotmap1.jpg
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Dotmappage follows...

Where we settle next will depend heavily on where the almighty decides copper should be. My first choice would be blue dot, hands down. With 2 food and 2 silk, it's a hell of a site. Along with all that forest, we will be able to chop until our random little hearts are content :D

RNGDotMap1.jpg


EDIT: Red dot could come 1S, but then wouldn't be on the hill, and we'd still be losing a forest. But hey, this is all up for discussion :D
 
@rex:
all coastal cities?? :eek: :lol:
- white: could have move it one tile W to grab the silk, less overlap with purple as well, still on river.
- the rest of excellent choices, pending discovery of copper and busting of fogs around some of the sites.

@omni_paul:
Nice dotmap :)
- blue same as rex's white. excellent choice!
- green: good, grab deer and sheep, and with so many hills, I see a prod power house!
- red: I would have gone 1NW instead ... (same as rex's white)
- yellow same as rex's purple: nice choice, protected by the peaks.

-
 
Yep, we definitely agree on the southern city (my blue, rex's white). Plus the northern towns (yellow/purple) are matching too, good city sites both of them. I think greeny is nice too, but gold/corn town needs some work probably. If we move it NW then it leaves some nice unworked tiles and misses the incense.

Maybe we should leave that one alone until we know where the copper is :D (if our dear Lord decides we need copper).
 
Really, we're probably looking at one (or two at most) of these that we'll found before we learn where additional resources are. Also, who knows where JC will fill in.

That's why I didn't put a whole lot of thought into my dotmap. We should pick two sites and say, "these are our first priorities." Then redraw the dotmap when we learn more.

Edited for typo
 
rex_tyranus said:
Really, we're probably looking at one (or two at most) of these that we'll found before we learn where additional resources are. Also, who knows where JC will fill in.

That's why I didn't put a whole lot of thought into my dotmap. We should pick two sites and say, "these are our first priorities." Then redraw the dotmap when we learn more.

Edited for typo

Agreed. On my map I'd suggest either blue and green, or yellow and green. (blue and yellow being the two cities common on both maps). I think if we do both blue and yellow we'll be a little production shy, but then again I could be mistaken. I've no opinion as to which of blue/yellow/green should be settled first. Maybe green?
 
GreyFox said:
omni's green requires animal husbandry which we currently don't have.
omni's yellow requires monarchy which is even further away.
I would actually go for omni's red first ...

The man makes a good point. Both resources only need basic worker techs, and we could shift red to the NW as previously suggested and possibly adjust others later to minimise wastage and incorporate revealed resource.

Ugh. Bed time now. May the random integers be with you Dantski. :scan:
 
@rex:
all coastal cities??

Hey, we're financial. You build the collosus and watch the science slider skyrocket.

Though certainly, Paul's green dot is a nice selection. I agree about moving my white dot one tile west. Those two would be my first two, I think.

Also, we probably want to expand in the direction of Ceasar (he's north, right?) unless all of our copper and iron is the other way.

Edit: Hmmm. Paul's red grabs the incense. My white (moved one tile west) grabs the silk. Which is more important? Which placement yields the better land?
 
I tried to make a dotmap, too, bearing in mind the choices made by rex and omni.
In fact, the upper part is the same as the one of omni: there are very good cities in that one! Especially the one that I've marked as green, I think it should be the second city. It misses the silk, but it has the incense, which could be problematic to use in another city to the east. That tile provides much commerce (5-6g), but no food, so a food resource is needed. The silk can be used by another city IMO.
While the green dot could be a great commrece city, the blue one is quite a good production city. There are only 3 hills, though. The two southern dots are the best ones, IMO. They can grow very well with all htose resources. Pink dot can be our GP farm, if we need one, because it has two food resources and few hills. Yellow can be cottaged for a big commerce city.
 
There are 5 different types of people in SG games.

1. The religion fanatic - This individual must do his best to grab a religion for the happiness/culture bonus and the denial of it to other Civs.

2. The Montezuma Monster - Expand? So who are we fighting? Thats about it.

3. The Swiss Banker - Can't we all just get along guys? Also I want all the money and techs and land.

4. The builder of all things - This person will build a good number of the Wonders and buildings in cities. Also likes to produce lots of settlers and military without ever using any of it.

5. The Dreaded Dotmapper of Doom - These people are like lawyers, however instead of arguing about the law, they argue about dotmaps. These people are despised by all other player types. :lol:



Oh yes there was a turn report somewhere...

Turn 0-1

The RNG god seeks to let the new ruler settle himself in before providing obstacles to overcome.

Turn 2

Our southern scout moves one tile SE, he sees 2 wolves. However wherever he moves, he can be attacked by both next turn. I promote him to Guerilla nd he runs to the hill of Silver nearby. Unfortunately that reveals a THIRD wolf nearby. :eek:

Is the RNG god angry with my lack of action so far?

A Roman scout appears on our Northern border.

Turn 3

It seems the scout has divine favour and defeats all 3 animals while taking little damage. He also pops a hut which gives us a measly 45 gold.

A Bear appears close to the Roman scout, I hope he gets inconvenienced.

Turn 5

Wheel --> Masonry

Our worker is finished and he attacks the corn immediately. I let the city continue with its Barracks build.

Also our scout finishes healing and will see what the SE of our continent has to offer.

Turn 6-8

zzz

Turn 9

Scout pops a hut. It provides us with a map of our SE. It reveals 2 clams off the coast

maprevelation.jpg


I'll let the dotmapping people have fun with that.

Our warrior also returns home.

Turn 10

Barracks is completed, grab a quick warrior to help clear some of fog nearby.

Turn 12

With the new warrior due soon, the existing warrior is sent out North. He moves next to a Bear this turn, while our scout moves next to a Lion, both are in Forests though.

*prays to RNG god*

Turn 13

My prayers are answered and both take minimal damage.

Masonry -> ?

Warrior -> ?

With our task completed, the holy dice are rolled...(goes to find dice)

A 6 and 4 are rolled! After much discussion over what this means, the Sinister Monks of RNG decide we must learn a technology, which allows a new unit.

Hooray! We needed archery or Bronze Working anyway. Maybe the RNG god is rewarding our good work already.

Masonry -> Bronze Working

Warrior -> Settler

Turn 14

Our old injured warrior heads back to the capital to heal, while our new one heads off North.

Turns 15-17

All is quiet, the only excitement is the scout race between us and the Romans towards some fog. We get there first, but nothing but tundra is revealed.

Turn 18

New warrior pops hut for 5 XP.

The stone is now quarried and only needs an on site road now.

Turn 20

9 XP warrior moves next to a Lion in open ground, to make sure of his safety I give him a Combat I promotion

The Stone is now hooked up!


And thats about it.

23 turns till next task deadline. If you wanted you could grab Animal Husbandry first but not sure theres much point.
 
Great turns (for a dotmap hater). Seriously, I usually don't do a lot of dotmapping. My city placement skills suck. But Fox called for dots and I was bored last night.

Question: How'd we get a 9XP warrior? Isn't the cap on animals 5XP or am I misremembering (read: :smoke:)?
 
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