Fox-02 -- Praying to the RNG God

I love that city raider(III) :goodjob: . I'll give him combat I and try to keep him alive so we can start the Heroic Epic ASAP as soon as Literature rolls in.

Well seems like everyone agrees that I should roll again. So here goes. Luckily I have a set of kinky dice as well :mischief:

Let's see first I roll a living room. Then a missionairy position. Wth does that mean. took me 10 minutes to find the list by rex.

So a living room is a "2" and a missionairy position is a "3" which makes six.

6 4/36 Capture or found 3 more cities [2]
Seems like the RNG god has spoken. :D I will whip those graneries and start producing some more units. Asoka is about to get a taste of our first Jihad!

Btw where should we build the GL? I usually combine the GL with the National Epic and my first Acadamy for synergy. Any ideas?

edit
The city is captured but the copper is still in Asoka's cultural radius. Does this yet count?
I think it does in this case since we'll capture the next city which blocks the cultural boundry soon enough ;)
 
Retribution! Truly, RNGod despises the heathen Indians for settling lands so close to His minions!

The Jihad is in full force. We may pray for the souls of the damned (may RNGod show them the true path in death) but we may never show them mercy!

Rape the horses and ride off on the women!
 
rex said:
Rape the horses and ride off on the women!
:confused::crazyeye:

--

Good turns (though uncompleted) and even better roll!

We have the pointy stone structure thingy, so when WW starts to soar, we can convert to police state.

* Anxiously waiting for remaining 5 turns *

EDIT: if you have posted the save, I might take a look and suggest a city for GL ... but generally, we want the science city to have it, so the city should have high enough comerce.

-
 
Never heard of Blazing Saddles ? Funniest movie ever.

And BTW, my kid does fight me for the Civ disc. He plays settler difficulty and declares war on everybody the instant he meets them. All he builds is warriors and doesn't seem to mind when he loses because he left no defenders in his capital.
 
Our Jihad commences:

Turn 11
Turn 115, 0AD:
You have discovered Alphabet! -> Literature in 3 (!)

Bangalore starts on archer (in 13 :eek: )

Turn 12
Turn 116, 25AD:
We move our 17xp healed axe and a warrior in direction of the copper to see it mined. Yikes this means that Asoka has BW and that we may encounter axes. I hope this is his only source since we're going to pillage it.

A sword enters Bangalore to help defend.

Turn 13
Turn 117, 50AD:
We move our stack on the mine and see a chariot (wounded) and an archer. If both attack it could be tricky. I say a prayer to our RNG god...
I move the sword closer for retaliation if need be.

50ad3kj.jpg


Our scout finds a new Asoka city to the West. He's trying to take our land!

502ad0ew.jpg


St.Peter: granary > barracks (5) so decide not to whip it
Novgorod: worker > spearman (3) to defend our stack against those pesky chariots
Rostov: worker > barracks

Send both workers away to chop

Turn 14
Turn 118, 75AD:
The chariot walks past our axe next to our sword. He die gonna!

Your Swordsman has destroyed a Chariot!
You have plundered 94 from the Mine!
The borders of Bangalore have expanded!
Fox-02's Archer has defeated Barbarian's Archer!

Turn 15
Turn 119, 100AD:
You have discovered Literature! > Monotheism for organized religion (feel free to veto)
Julius Caesar converts to Christianity
Fox-02's Axeman has defeated Barbarian's Archer!

Rostov has elephants, which means we can build War Elephants soon, which should take care of Asoka even if he has copper/axes
lolifant0gr.jpg


Turn 16
... woops pressed enter too soon :blush:

As I pressed enter I realized that I had to save immediatly. However the first thing that popped up was Asoka sueing for peace offering Mathematics for 10 turns of peace :eek: Now normally I would have taken this offer but since we only have 15 turns to complete our objectives, I declined. (we can of course open the trade screen again...) He also has meditation, but is lacking a lot of other techs. I haven't snooped around JC yet: I'll let the next player do the techtrading.

Now there is nothing left to do but wait for our armies to gather. In case you don't spot them: there is an Asoka archer in the NE close to a sword of ours and a barb axe which passed through our fogbusters in the south. There is an archer fortified in the forest with shock, but I don't know if that will be enough...
 
94 Gold from pillaging the mine? Is that correct? I've got to pillage more copper mines!

Interesting that JC converted to christianity. Means he won't dislike us so much for conquering Asoka.

Good turns, n0xie.
 
Lurker: Wasn't that quote about horses and women from the movie "The Three Amigos"?

Now _that_ was a funny movie!

el.guapo
 
Lurkers comment:

The coolest part in Blazing Saddles was, IIRC, when the big strong fellow knocks out that horse with a single punch.
That got me laughing
 
Got it, sort of (@work now, will play in, say 14hrs).

Good turns, n0xie (the half-a-turn stolen not withstanding)! :goodjob:

n0xie said:
As I pressed enter I realized that I had to save immediatly. However the first thing that popped up was Asoka sueing for peace offering Mathematics for 10 turns of peace :eek: Now normally I would have taken this offer but since we only have 15 turns to complete our objectives, I declined. (we can of course open the trade screen again...) He also has meditation, but is lacking a lot of other techs. I haven't snooped around JC yet: I'll let the next player do the techtrading.
I think we have 25 turns instead of 15 left. You rolled on your 10th turn, and you played 5 more thereafter, so there should be 25 more.

I see I have got 9 and half turns of war to capture 1 city (Dantski can capture the remaining :mischief:). Question is how many size 2 cities does Asoka have ... enough to fulfil our RNGod's Holy Apetite? I better build 1 settler just in case .... :p

---

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?), Yet to Complete, 25 turns Remaining.

Roster
-- Yours Faithfully == UP
-- Dantski == On Deck
-- rex_tyranus
-- mucco
-- omni_paul
-- n0xie == Just Played
Reminder: 10 turns each from now on.

--
 
Tyrant Fox Rules Again

Yes, its my turn again :dance:

GreyFox the II ascends ... and the RBNG-Minions rejoice ...

... ah, but the minions rejoiced too early ...

First thing I did was to :whipped: them :eek:

At Moscow, the granary is going to be built in the next turn ... so I whipped the city, and removed a scientist so that the overflow hammer + production hammer this next turn would produce a swordmans in 1 turn.

Next turn, its St Pete's turn ... the barracks is going to be built in 1 turn, and the city wa swhipped to produce another swordsman in 1 turn.

Then Monotheism is in ...

fox02b-monotheism.jpg


And the RNG-Minions revoted to Organized Religion to make use's of the RNGod's power to increase our production.

All hail the RNGod! :worship:


On The War Front

Killed a few Indians ....

Turn 121 (150 AD)
fox02b-chariot-150AD.jpg

Swordsman defeats (2.94/6): Indian Chariot

Turn 122 (175 AD)
Swordsman defeats (4.32/6): Indian Archer
No Pic, sorry!

Turn 123 (200 AD)
fox02b-chariot-200AD.jpg

Swordsman defeats (6.00/6): Indian Chariot

But RNGod, in all his Randomness, did all keep smiling at us ...
Turn 127 (300 AD)
fox02b-chariot-300AD.jpg

Swordsman loses to: Indian Chariot (1.24/4)

:aargh: should have promoted the swordsman first.... but to lose at those odds :aargh:

Obviously, the RNGod is trying to teach us that battle is not always smooth, and wanted us to learn from failure ....

All hail the RNGod's wisdom! :worship:

-- To Be Continued --
 
RNGod's Help

However, RNGod is not always harsh to us ...
on one turn, a scout noticed a barbarian axeman and Indian forces ....

fox02b-barb-axeman-150AD.jpg


To pursue the Indian Spearman, I moved the scout to lure the spearman to chase the scout instead of going into the safety of the city ...

and sure enough ...

Turn 124 (225 AD)
fox02b-axeman-225AD.jpg

Axeman defeats (3.40/5): Indian Spearman

Noticed the strength of the spear? :lol: the Barbarian must be sent by RNGod to help weaken the spear!


The Battle for Madras

I first approach the Indain capital, and gues swhat, it has a huge culture defense. No way I am going to waste my troops in trying to capture it ... we have to wait for cats ...

Thus, I delegate an axe and a warrior to go for pillaging duty, while the rest of the forces turn their eyes to the city of Madras. It has two archers, one of them a City garrison II. Though, but not difficult.

There begins the battle for Madras ... first, a sacrificial zxeman to weaken the Garrison II archer ...

fox02b-madras-1.jpg

Axeman loses to: Indian Archer (2.49/3)

Then, a swords go in to kill the second non-promoted archer ...
fox02b-madras-2.jpg

Swordsman loses to: Indian Archer (0.09/3)
Damn! loses at those odds once again!!!

But I have enough units, now our City Raider III Axe go in for the kill ...
fox02b-madras-3.jpg

Axeman defeats (2.60/5): Indian Archer

And another sword completes the job ...
fox02b-madras-4.jpg

Swordsman defeats (6.00/6): Indian Archer

Captured Madras (Asoka)
fox02b-madras-5.jpg


:woohoo: one down, two more to go ...

And for that matter ...

fox02b-founded.jpg


:woohoo: two down, one more to go ....


-- Detailed Log and Save in Next Post --​
 
After Turns Notes

- The situation at Delhi:

fox02b-dehli.jpg


No way we can take this without heavy loses ... suggest continue the pillaging and wait for cats.

- The situation at Cacutta:

fox02b-calcatta.jpg


Next player should be able to take it within 10 turns ...

- Barb in RNG's land:

fox02b-barb-arch-350AD.jpg


Dantski, get rid of the infestation, would you!?


Autolog
Spoiler :

Turn 120 (125 AD)
GreyFox: whipped Granary at Moscow, overflow hammers should hasten swordsmanMoscow finishes: Granary
Archer defeats (1.47/3): Barbarian Axeman

Turn 121 (150 AD)
Moscow begins: Swordsman
Swordsman defeats (2.94/6): Indian Chariot
GreyFox: whipped barracks at St Pete, should overflow swordsman as well
Moscow finishes: Swordsman
St. Petersburg grows: 5
St. Petersburg finishes: Barracks
Rostov grows: 3

Turn 122 (175 AD)
Moscow begins: Swordsman
St. Petersburg begins: Swordsman
Swordsman defeats (4.32/6): Indian Archer
Tech learned: Monotheism
St. Petersburg finishes: Swordsman

Turn 123 (200 AD)
Research begun: Metal Casting
St. Petersburg begins: Swordsman
St. Petersburg begins: Archer
Swordsman defeats (6.00/6): Indian Chariot
GreyFox: Revolt to OR
Swordsman defeats (6.00/6): Barbarian Warrior

Turn 124 (225 AD)
Axeman defeats (3.40/5): Indian Spearman

Turn 125 (250 AD)
Rostov's borders expand
Rostov finishes: Barracks
Axeman defeats (4.40/5): Barbarian Archer

Turn 126 (275 AD)
Rostov begins: Archer
Axeman promoted: Woodsman II
Novgorod finishes: Settler

Turn 127 (300 AD)
Novgorod begins: Archer
Swordsman promoted: City Raider II
Axeman loses to: Indian Archer (2.49/3)
Swordsman loses to: Indian Archer (0.09/3)
Axeman defeats (2.60/5): Indian Archer
Swordsman loses to: Indian Chariot (1.24/4)
Swordsman defeats (6.00/6): Indian Archer
Captured Madras (Asoka)
St. Petersburg finishes: Archer
Axeman defeats (3.50/5): Barbarian Axeman
Warrior defeats (1.48/2): Barbarian Warrior

Turn 128 (325 AD)
St. Petersburg begins: Swordsman
Yaroslavl' founded
Yaroslavl' begins: Lighthouse
Moscow finishes: Swordsman
St. Petersburg grows: 6
Novgorod finishes: Archer

Turn 129 (350 AD)
Moscow begins: Archer
Novgorod begins: Swordsman

- Hmmm ... after pasting the autolog, I realized I have one more turn :crazyeye: ... Dantski, you can have it.


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?), Yet to Complete, 16 turns Remaining.

Roster
-- GreyFox == Back into the RNGod's Temple
-- Dantski == UP
-- rex_tyranus == On Deck
-- mucco
-- omni_paul
-- n0xie
Reminder: Dantski, take 11. The rest, 10 turns each from now on.


The Save:
 
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