Fox-02 -- Praying to the RNG God

return of the quantum monkeys?

you guys and your abbreviations
 
Sorry guys... I have to ask for a skip. I know that I already accepted my turn, but some bad problems have occurred. I played some turns, and then a big mess started, the game crashed, and still keeps crashing when I try to open a save. Basically I can't open savegames anymore, I can only start new games and play them until the game crashes... not that I can report now :rolleyes:.
I'm really sorry, because I'll probably have to retire from this game. At least until these problems get fixed; I'll try to reinstall the game, but I'm not very optimist. :(
I hope you'll be able to achieve all the tasks of the RNGod! I'll keep lurking here of course. Good Luck!
 
@mucco: sorry to hear that. The RNGod must be testing our resolve by randomly spreading disasters to member's computers ... I will put you on alternate until you resolve your problem.

--

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, Yet to Complete, 19 turns Remaining.

Roster (Reminder: 10 turns each from now on)
-- GreyFox
-- Dantski
-- rex_tyranus == Back into the RNGod's Temple
-- omni_paul == UP & Got-It
-- n0xie == On Deck

-- mucco: alternate until computer problem solved.

-
 
It is the 310th cycle of the Random Calendar when Lord Mucco the Unpredictable abdicated his claim to the throne, and Omni Paul II The Haphazard took leadership of his Indiscriminate minions, bent on appeasing the Random Lord by seizing a third city from a yet unfound civilization - the Romans. Whilst the RNG Minions had met Roman travellers before, they had not yet discovered Roman lands. Much searching by the new King's minions discovered a gold mine to the North East that was claimed to be Roman territory. Alas, it lay on the wrong side of the evil Asoka's capital, Delhi.

"So be it", said Omni Paul II The Haphazard, "Delhi will fall".

"Oh, and we kind of need some cash", he added, noticing that the empire was losing 16gpt at 40% research. "Why do I always inherit the throne when we're bankrupt?".

:D

So, 19 turns to get one of JC's cities. Should be doable, but we need to get through Delhi first. Rex seems bent on us burning it, which I can understand, but honestly, it's the Buddhist Holy City, and a shrine in there is easy money. At the moment, I'm inclined to keep it despite our economy. Anyhoo, I'll cross that bridge when/if I come to it. Meantime, let's do some mming.

I MM St Petersburg to grow twice as fast with no loss in other areas, and Rostov to grow more than twice as fast again with no loss. Everything else looks very good, and Moscow is keeping our research alive with 36 beakers. There are lots of unpromoted units around, so I greedily allocate those.

Swordsman > City Raider I
Swordsman > City Raider III
Archer > Guerilla I + II
Rename Axeman > The Mighty IPA :D

I move research to 30% @ -11gpt (we don't hit the green until 10%). Looks like courthouses are on the menu for me.

I press ENTER.

IBT:

Barb warrior suicides on our fogbusting sword.

TURN 1:

Horseback Riding > Music
Music > Currency
Currency > Calendar

Hmm. Music for the Great Artist, Currency for the trade routes, or Calendar for the Incense and Silk we could hook up. We're financial, so the Incense and Silk are tasty.

Novgorod > Spear > Courthouse (12)

Horses hooked up.

Asoka has a chariot near Madras' copper. Promote sword to Combat I and move to defend it. Promote spear in Bangalore to Combat I and advance on Delhi. Check out Lahore with Axe/Sword stack and see that it has 2 unpromoted archers on a hill. Too much of a distraction - bypass. Also see this:

RNGOD12.jpg


Tasty, but it will get away on the roads most likely. Besides, we have limited time to knock over Delhi and get into JC. If JC is well defended, we could be in trouble with time. Promote sword near Rostove to Raider I and send north. Start cottaging around St P. Promote some more units and send them North. Good fun.

Save and restart the computer as sound has died. Does anyone else get that occasionally? Most annoying.

IBT:

Monastery recommended for Moscow. Not a bad call, but I have a better idea.

TURN 2:

St P > Forge > Courthouse(8)
Madras > Barracks > Courthouse(17)

Asoka's chariot retreated and was replaced by a Horse Archer. I fortify the sword and pray to the RNG for a favourable 50/50. The settler group did get away, but is headed for an icy wasteland. Have fun.

TURN 3:

Moscow > Spear > Great Library(27) <--- will chop
Rostov > Spear > Courthouse(14)

Rostov's spear promoted to Combat 1 and sent to Madras to help with the horse archer crisis. He's moved past the defending sword and is threatening the city and a worker. Not nice. I move a group of units close enough to Delhi to get a look inside.

RNGOD13.jpg


It has 1 spear and 3 archers inside, 1 of those archers is Garrison II, the other Garrison I. It's on grass, so it shouldn't be TOO hard, but without cats those archers will have a big fortify bonus in the city. May lose a few units unfortunately.

IBT:

Asoka pillaged a road connecting to our copper. SOB.

TURN 4:

Calcutta > Archer > Courthouse(40) :eek: I MM it to work the silver and make it 30 (+4g, should have done it before).

Swordsman(4.0/6) def Indian Chariot
Swordsman(4.8/6) def Indian Horse Archer <--- the 50/50 shot I had to take. All praise the RNG for his generosity.

IBT:

Fogbuster Axeman (0.8/5) def Barbarian Axeman
Yaroslavl's borders expand: Developing

TURN 5:

Cottaging... chopping...

Promote sword to Medic I and send in to the SOD@Delhi. The line advances.

IBT:

Calendar > Construction (6) <--- Cats!

TURN 6:

Asoka has a chariot near Calcutta. /ignore

Swordsman (3.1/6) def Indian Archer <--- was guarding Asoka's stone quarry. A spear goes with the sword to defend against a lurking horse archer.

Asoka has moved an archer out of Delhi. Clown.

IBT:

Axeman (2.2/5) def Barbarian Axeman

TURN 7:

Research falls to 20% (+5gpt). Construction in 6.

Uh oh.

RNGOD14.jpg


We've got some archers around. I move them on to a wooded hill and pray.

Spearman (2.1/4) def Indian Horse Archer
Axeman (2.5/5) def Indian Chariot

TURN 8:

Promote some units and assemble SOD.

IBT:

Archer (3/3) def Barbarian Swordsman :eek: :goodjob:

TURN 9:

THE SEIGE OF DELHI

...will wait another turn while units heal :D

TURN 10:

St P > Courhouse > Horse Archer <--- I figure the Roman city run might need a little quick support. Lets face it, anything we build down south won't make it there in time unless it's got 4 legs.

THE SEIGE OF DELHI

Spearman loses to Indian Archer (2.5/3)
Spearman loses to Indian Archer (3/3) <--- ouch
Spearman loses to Indian Archer (1.2/3)
Axeman loses to Indian Archer (2.1/3)
The Mighty IPA (4.0/5) def Indian Archer
Swordsman loses to Indian Spearman (1.7/4)
Swordsman (6/6) def Indian Archer
Swordsman (6/6) def Indian Spearman

Delhi is ours!

Sadly the screenshot failed, but we pillaged 129g, and our gpt jumped to +8 with the city, so I took it. It is the Buddhist holy city after all. We should teach these misguided brethren that we all worship the same Holy Random Lord.

I up the research to 30% @ -1gpt. Construction in 2.

Some Housekeeping:

Peace should be made with Asoka. He's got squat we want, but we don't need him at our back while we take down JC.

There is a mini barb stack (axe + archer) at the ping below:

RNGOD15.jpg


You'll notice I'm grouping the sword and axe to handle it.

Here's the Random Empire in two shots (we stretch a long way N/S.

RNGOD16.jpg


RNGOD17.jpg


And that's it! 9 turns to get into JC's land and do some damage. It won't be easy, but we have a good chance at it. The economy should recover soon, and we still have a small tech lead.
 
Peace should be made with Asoka. He's got squat we want, but we don't need him at our back while we take down JC.

Can we get to JC's lands without going through Asoka's lands? We won't get open borders anytime soon.

Also, I didn't really mean to raze Dehli. I just meant that it should be a big priority in the killin' list. You made a good choice. Any capital city should probably be kept.
 
Great turns and great story telling leading to the excellent turnset!

Of-course Dehli must be kept. We can't razed a city with shrine to His Holy Randomness ... (or is it His Random Holiness :crazyeye: ... whatever ...).

No, we cannot take peace with Asoka, we need to capture JC's city, and the only way through is via Asoka's land ... unless you can build us a few galleys and transport our troops to JC's land in 9 turns ... even then, I suspect the water route might be blocked by Asoka's culture also.

--

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, Yet to Complete, 9 turns Remaining.

Roster
-- GreyFox == On deck, and Praying for no punishment
-- Dantski
-- rex_tyranus
-- omni_paul == Back into the RNGod's Temple
-- n0xie == UP for 10 turns

-- mucco == autoskip until computer is healthy again

-
 
True... but their culture is so far away... it can't close over, trust me.

They're on the verge of destruction to be honest. If the RNGod didn't command us to go after the Romans now, I'd recommend we crush them once and for all. I think they have max 3 cities left, and after losing their capital, they're in real trouble.
 
Well we can reach the Romans it seems. Nine turns to capture one of their cities. Looking around I see all sorts of cities building libraries and courthouses. Hmmm. That's not going to help conquering the Romans. And we're short on attack force as is. Well too late to change production now: it will take too long for new troops to get there anyway. This is going to be very hard indeed. Let's just pray Romans don't have praetorians. Or that the RNG god is favorable to us...

Turn 0
Moscow is set to build the GL, I MM so that production drops from 21 turns to 10. Those 11 turns saved by removing the specialists scientists will be earned back by the 2 free scientists after it's build after all...

I switch around some more stuff. Lot of scientists about. Rather let the cities grow for now since we have such a high happy limit. We'll worry about tech once we're out of war.

Turn 1
Turn 161, 1010AD:
Plato has been born somewhere apparently.
Some Barbarians attack. We are not impressed. After all, the RNG god is watching over us...
Barbarian's Swordsman (6.00) vs Fox-02's Swordsman (11.10)
Combat Odds: 1.2%
Hehe talking about a suicide bomber
Forest chop drops GL to 8 turns.

I sue for peace with Asoka. I'd much rather kill hi... euhm, I mean show him the 'true' way in his journey on this plane. He shall meet his maker soon enough. First let's focus on Romans.

Turn 2
Turn 162, 1020AD:
Homer has been born in a far away land!
Ananda has been born in a far away land!
Euclid has been born in a far away land!
Wth! Baby boom?
Hire Blacksmith in Moscow: GL drops to 6 turns

My "mighty" SoD is being healed and waiting to march. No time to wait for re-enforcement. I've got a bad feeling about this. It's pretty late into the game, we don't have catapults and our stack is rather small as is. After praying and listening to the high priest and sacrificing another 40 or so virgins, I decide to gamble and move my stack as soon as it's healed.
sod8mm.jpg


Caesar is on the move and I see an axe, a spear and a settler. This tells us that Caesar most likely does not have praetorians, or longbowmen. I feel a bit relieved and feel the goodness of our Lord shine upon me again
contact0jx.jpg

list6qn.jpg


Alas my feeling of glory won't last long...

Turn 3
Turn 163, 1030AD:
You have discovered Construction! > switch to currency
Novgorod courthouse > forge
Yaroslavi library (culture?) > forge
Upgrade a warrior with combat(2) to axe (hopefully he'll make a difference)
Move axe from the west to intercept settler
Some barbarians think they can hump our guards and get slapped

Turn 4
Turn 164, 1040AD:
Caesar demands we switch to Christianity...
NEVER! You pagan swine. How dare you insult our holy empire with your blasphemas propaganda! This means war! We will rape you cattle and eat your women! We will strike down upon thy with great vengeance and furious anger and... woops got a little carried away...

Our 'army' invades:
invade7km.jpg


Another chop brings GL to 3 turns.

Turn 5
Turn 165, 1050AD:
Bah an elephant and an axe. Both very effective at killing combat(3) swordsmen. Good thing I upgraded my warrior to axe so I have something to defend the stack with. Else this would be over very very quickly.
oli0vi.jpg


Delhi comes out of revolt and expands it's cultural borders. I refuse to build a buddhist temple, so we build a forge untill a missionairy will come along to educate these heathens.
St. P. Horse Archer > W.Elephant

Turn 6
Turn 166, 1060AD:
Aargh! Instead of attacking the stack the elephant and axe are now at our borders of Delhi. I have an axe, an archer and a spear in Delhi. About 50-50 chances... I decide to whip ano... WTH I can't whip. This is gonna be close :eek:

Meanwhile I don't have time persue them since were running out of time to complete our most holy goal. I move the SoD forward... and I"M NOT a happy camper.
help4su.jpg


Longbowmen... Almost impossible for us to get past. Antium has 50% cultural bonus and is a holy city which also gives a bonus. Our only hope is to lure the longbowmen out. Attacking gives us a 10.3% chance...

Our axe kills settler axe:
axe0wa.jpg


Turn 7
Turn 167, 1070AD:
Fox-02 has completed The Great Library!
Fox-02's Spearman has defeated Julius Caesar's War Elephant!
Fox-02's Archer has defeated Julius Caesar's Axeman!
Finally some good news. Haven't lost a single unit yet. Switch Moscow to NA.
Rostov > elephant
Madras > forge (refuse to build buddhist temple)

I spread out our units to counter the catapult which is now in Antium and hopefully draw out a longbowman or 2 when they try take back the coppermine. It's a longshot but I'm running out of options with only 2 turns to go...
force0iz.jpg


Turn 8
Turn 168, 1080AD:
As suspected Caesar suicides his catapult... on our IPA !?!? He ignores the stack apparently. Our IPA pulls through...
While defending, your The Mighty IPA has killed a Roman Catapult!
That just looks too cool :D

Now for the bad news, apparently Caesar upgraded his stuff because there are only longbowmen in Antium now... My bad feeling gets worse as Caesar didn't counter as I hoped. I pillage most of his tiles hoping to lure him out.
You have plundered 94 from the Mine!
You have plundered 164 from the Village!
You have plundered 84 from the Mine!

At least we can pay for some stuff again...

Turn 9:
Turn 169, 1090AD:
Asoka demands Metal Casting. I fart in his face.

Caesar did retalitiate... From Rome. Sending a longbowmen to die on one of our swords.

Now the situation is as followed:
help28nk.jpg


It's the last turn in which we are able to complete our goal. Attacking without catapults imho is suicide. There hasn't been a time where we could attack and surely win. Only if EVERY swordsman wins we will capture the city. But since the RNG demands it I'm tempted to attack anyway :mischief: . I'll miss IPA though. Since I stole 1 turn last time I'll let GreyFox decide what to do...

Good luck ;-)
 
Damn. I was hoping we'd gift ceasar some piss-ant little city, then declare and capture it next turn. Too late for that now. Can't gift during war and can't redeclare for 10 turns. Oh well, guess we'll have to prepare for punnishment.
 
Uh-oh ... I think punishment is on its way ... ...

And let's see who is that unlucky bastard who will fail us our task and roll us the punishment ...

:eek: :eek: :eek:

Holy RNGod's Randomized Sh!t!!! The unlucky bastard is ME!!!!

:eek: :eek: :eek:

--

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, Yet to Complete, 0 turns Remaining.

Roster
-- GreyFox == UP for the inevitable ...
-- Dantski == On Deck
-- rex_tyranus
-- omni_paul
-- n0xie == Back into the RNGod's Temple

-- mucco == autoskip until computer is healthy again

-
 
Well, we came damn close on that one, but it looks like we'll fall just short of the RNGod's commandment. Oh well, punishment is part of the fun in this variant.

GreyFox: Remember, you have 11 turns :)

Look's like we're failing 1 in 3 challenges... must do better!
 
Actually I just looked at the punishments, and this won't be so bad.

1. Gift city to opponent we have worst relations with. That would be Asoka, hands down. I doubt he'd take one from us tbh.

2. Whip all cities... not so bad.

3. Disband 3 units with highest combat strength. That hurts (losing IPA!), but wouldn't kill us.

4. Change all civics to most basic... Can change back after 3 turns, not so bad.

5. Declare war on most powerful civ.... well that's us :D, and we're at war with everyone we know already!

6. Cancel open borders with all civs... er, we're at war :)


So all in all, we just need to avoid a 3!
 
lurker's comment:
In the case of punishment #1, don't you have to keep trying until it happens?

Also, I say GreyFox should at least attack at the start in order to try to meet the requirements. What's the worst that can happen? :groucho:

 
The Inevitable ...

I was tempted, really tempted, until I saw a sign from RNGod ...

fox02-c-lousy-odds.jpg


:eek: 0.5%???? No way in hell I'm going to take that odds.

This is a sign from the RNGod that we must take our punishment. Mindless minions we may be, but we are definitekly not mindless and moronic minions. RNGod has spoken. We should preserve our strength, take the punishment, which would only make us stronger!

All hail the RNGod's randomized wisdom!!! :worship:

And so, instead, I pillaged :D The gold earned is enough to substain higher research for a while.

Then, I meekly accepted punishment.

Trembling, I took the dice and rolled ...

my eyes were closed, and after a deep breath, I ttok the corage to peek at the dice ...

Damned ... where did my dice rolled to????

Okay, okay, I see it, it is hiding beneath my monitors ...

and from the side view, I can see a single dot.

Whew, so "Gift a City" is out.

With refound courage, I boldly slide the dice out, and its a 5: "Declare War on most powerful Civ".

Ok, we can do that ...

According to the power graph ...

fox02-c-power.jpg


We have already did that! :D :D We are the most powerful, and the next in line is JC.

Whew.

All hail the RNGod's randomized benevolence!!! :worship:


-- To Be Continued --
 
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