Fox-02 -- Praying to the RNG God

@rex: strikes back??? you meant to say RNGod will lose?

Heresay! Burn Him!

Muwahhahhah! Only now, when I have the save do you realize my true nature! :satan:

Down with RNGod!

Learn a Wonder-Enabling Tech? I think not foolish sheep! Every religion needs a Judas and prophecy has shown me the light. For it is written:

On the eve of conquest shall come forth a pilgrim with fire in his eyes, burning for his vengance upon the holy dice of bedroom interest. With a shout of "I lost three battles in a row at 85% odds :mad: ," a research path shall be set contrary to our Lord's wishes and the empire of minions shall be riven in three.

Only a miracle of Random origin can heal the rift and bring the moon into the seventh house. When Jupiter aligns with Mars, then love shall rule the planet and peace shall rule the stars.

This is the dawning of the age of Aquarius.

Tremble now, minions, and await my turnset! :scan:
 
Attention passangers, this SG has officially been hijacked. RNGod's wishes? Bah! That gasbag has been barking orders for 6,000 years and like an imbecile, I've blindly followed--as RNGod commands. Can I have another?

What's that gotten me huh? Three straight 85% loses last night. Well I say, "no longer!" There's a new rooster in this hen house. Until I see a full apology, I'm doing the exact opposite of our RNGod command.

So let's look. Learn a tech that enables a wonder. I see Danski was a good little minion. Electricity allows Broadway. Phfffbbbtt! I set it to what I Want.



Refrigeration! Oooh, it feels good. Liberating. Evil. Now let's go smoosh us a France. Mwuhahahaha!

First up, Rheims.



The enemy has Garrison II Riflemen, so I send in a wounded Artillery at 0.03% odds. He withdraws? Hmmm...a sign from RNGod? Maybe. If I can win my next battle with odds below 50%, I'll consider that an apology. So I send a Cossack against an Artillery-weakened Rifleman. 49.3% odds.

He wins! RNGod does love me! Halelujah! I repent my evil ways. Research switched back to Electricity.




Okay, so back to battle. A couple of more Cossacks mop up the city. First down, Rheims.



Rheims is kept. It's still my first turn and I move about 50,000 troops around. A destroyer shows us where Nappy's hiding his stack.


Looky what else I found...



On to Bagdad. (Screenshot lost, sorry.) A Cossack and three Infantry kill french stuff. Boring details in spoiler. Bagdad is captured and kept.

Turn 2 is spent moving troops. Nothing else happens. Workers building railroads.

The only event of Turn 3 is Rouen auto-razing without a single loss. More troop movement.

On Turn 4, Nappy pulls a sneaky on me. Half that stack from the west is secreted to Orleans and they attack IBT. Bummer. Orleans is almost well-defended now.


More troop movement. :coffee:

So I'm quitting here for a very specific reason:



Roster

-- ChrTh = In the temple, not allowed to touch the save.
-- Dantski = In the temple, not allowed to touch the save.
-- rex = Just played
-- paul = In the temple, not allowed to touch the save.
-- n0xie = In the temple, not allowed to touch the save.
-- GreyFox = UP NOW!! (You might want to just press enter.)

Spoiler :

IBT:
While defending, Worker loses to: French Cavalry (15.00/15)

Turn 347 (1936 AD)
Novgorod begins: Fighter
Delhi begins: Fighter
Norwich begins: Courthouse
London begins: Fighter
Liverpool begins: Fighter
Medina begins: Fighter
While attacking, Cossack defeats (9.90/18): French Cavalry
While attacking, Infantry defeats (17.40/20): French Rifleman
While attacking, Infantry defeats (10.40/20): French Rifleman
While attacking, Infantry defeats (20.00/20): French Catapult
Christianity has spread: Baghdad (French Empire)
Christianity has spread: Baghdad
Captured Baghdad (Napoleon)
While attacking, Cossack defeats (9.90/18): French Cavalry
While attacking, Cossack defeats (18.00/18): French Catapult
While attacking, Cossack defeats (9.36/18): French Cavalry
Cossack promoted: Pinch
While attacking, Destroyer defeats (30.00/30): French Frigate
While attacking, Artillery loses to: French Rifleman (14.00/14)
Ruff_Hi: Withdrawl at 0.3%?
While attacking, Infantry defeats (2.00/20): French Rifleman
While attacking, Cannon loses to: French Rifleman (6.16/14)
While attacking, Cossack defeats (10.08/18): French Rifleman
Ruff_Hi: Win at 49.3%
While attacking, Cossack defeats (10.80/18): French Rifleman
While attacking, Cossack defeats (18.00/18): French Longbowman
Confucianism has spread: Rheims (French Empire)
Confucianism has spread: Rheims
Captured Rheims (Napoleon)
St. Petersburg finishes: Infantry
Novgorod finishes: Fighter
Madras finishes: Artillery
Delhi finishes: Fighter
Bombay finishes: Christian Temple
Birmingham finishes: Barracks
Warwick finishes: Infantry
Judaism has spread: Besancon

IBT:
While defending, Cossack defeats (14.22/18): French Rifleman

Turn 348 (1937 AD)
St. Petersburg begins: Fighter
Novgorod begins: Fighter
Madras begins: Infantry
Delhi begins: Fighter
Bombay begins: Theatre
Birmingham begins: Lighthouse
Warwick begins: Infantry
Research begun: Electricity
Cossack promoted: Pinch
While attacking, Infantry defeats (13.60/20): French Rifleman
Moscow finishes: Coal Plant
Novgorod finishes: Fighter
Rostov finishes: Infantry
Delhi finishes: Fighter
Madrid grows: 13
Madrid finishes: Infantry
Barcelona grows: 13
Seville grows: 11
Mauryan finishes: Granary
Birmingham grows: 6
Hastings grows: 14
London finishes: Fighter

IBT:

Turn 349 (1938 AD)
Moscow begins: Jail
Novgorod begins: Fighter
Rostov begins: Fighter
Delhi begins: Machine Gun
Madrid begins: Machine Gun
Mauryan begins: Fighter
London begins: Fighter
Ruff_Hi: Battle for Rouen
Cossack promoted: Combat I
Cossack promoted: Pinch
While attacking, Cossack defeats (7.20/18): French Rifleman
While attacking, Cossack defeats (15.30/18): French Cavalry
Razed Rouen
Cossack promoted: Combat I
Cossack promoted: Pinch
St. Petersburg grows: 19
St. Petersburg finishes: Fighter
Novgorod finishes: Fighter
Rostov grows: 15
Bangalore finishes: Cossack
Madras finishes: Infantry
Delhi finishes: Machine Gun
Bombay finishes: Theatre
Barcelona finishes: Cossack
Warwick grows: 10
Nottingham finishes: Cossack
London finishes: Fighter
Chartres's borders expand
Chartres finishes: Harbor
Tours's borders expand
Najran's borders expand

IBT:
While defending, Infantry defeats (10.40/20): French Cavalry
While defending, Cossack loses to: French Cavalry (15.00/15)
While defending, Infantry defeats (10.40/20): French Grenadier

Turn 350 (1939 AD)
St. Petersburg begins: Infantry
Novgorod begins: Infantry
Bangalore begins: Infantry
Madras begins: Infantry
Delhi begins: Infantry
Bombay begins: Machine Gun
Barcelona begins: Artillery
Nottingham begins: Machine Gun
London begins: Airport
Chartres begins: Machine Gun
Najran begins: Machine Gun
Besancon begins: Lighthouse
Moscow finishes: Jail
Bangalore grows: 14
Madras grows: 15
Yaroslavl' grows: 18
Calcutta finishes: Factory
Delhi finishes: Infantry
Bombay grows: 17
Hun grows: 10
York finishes: Infantry
Newcastle finishes: Granary
Damascus's borders expand
Damascus finishes: Infantry
Besancon's borders expand
 
Sorry to steal your gag, ChrTh. It just seemed such the right thing to do since you joined the Minions.
 
@Victory Conditions
Who knows? Maybe it won't happen. The RNGod's ways are unknown...;)
 
rex_tyranus said:
Sorry to steal your gag, ChrTh. It just seemed such the right thing to do since you joined the Minions.

Why do I feel like I now have an undeserved reputation :sad: ... it wasn't intentional, I swear! :gripe:

:D
 
ChrTh said:
BTW, I do hope there's a sequel to this game ... I would love to have the chance to serve the RNG God for more than one turn ...

Hehe, I've been working on my own version of this variant, might I suggest this:

Spoiler for Size's sake :

Muti-level Randomness! RNGod Variant Rules said:
Followers Of the Random Number god In Celestial Ageless Eternity [FORNICATE]
(Note: The name was decreed by the RNGod Hirtself, and having nothing to do with the chosen tools of random whorsh--worship: the Holy Kinky Dice (http://dmcconkey.com/dice/). It has nothing to do with piss-poor rhyming skills on the part of the prophet.)

You have 30 turns to complete objectives. The first objective gets 40 turns.

Dice 0:
This roll decides the number of dice that will be done. Meaning, someone who rolls a 1 will only roll Dice 1, whereas someone who rolls as 6 will use every rolls, from Dice 1 to 6!
(Note: if the number is 3, the parenthesises tasks are what are considered; religious confusion, "Let's take the safest path")

Dice 1
The main will of our god, to be interpreted in one of the following ways:
1: (Cultural) Acquire a wonder (building or conquest) OR give border expantions to 5 cities OR give a border expantion to the largest city.
2: (Religious) Spread State Religion to 3 cities (Acquire state religion if none) OR build either 6 temples/6 monasteries/1 cathedral OR Capture a Holy City
3: (Technological) Learn a technology leading to at least 4 others OR Learn a technology leading to a new era OR learn 8 technologies
4: (Military) Hook up 2 ressources (Repairing pillage does NOT count) OR Kill 3n enemies (n = 2 dice throw) OR Give one unit 2n experience
(Note: The objective must be chosen before the dice rolls!)
5: (Domination) Acquire 3 more cities, in any way OR Capture a capital city OR Capture a city with more than n+6 population, or the one closest to it
6: (Diplomacy) Complete 8 trades (If rolled during the first throw, Meet 4 AIs) OR Get 6 +points with one AI OR get 3 +points with 3 AIs.

Dice 2:
You may not start building:
1: You may not start building Terrain Improvements
2: You may not start building Economic building (Anything that can give +gold in the current Civic/wonder setting)
3: You may not start building Religious buildings (Anything that requires a religion to build)
4: You may not start building Cultural buildings (Anything that gives +culture)
5: You may not start building Wonders (National or World)
6: You may not start building Military Units

Dice 3
The RNGod, being a whisi--no, the word is not strong enough... fick--no, not quite... Hm... The RNGod, being a totally random entity of... well, randomness, is often fit to attitude changes towards people; Hirt whims must obviously be respected.
1: Declare War on (Declare war on 2 AIs)
2: You may not declare War on (Cannot declare war on anyone)
3: Trade ONLY with (Cannot trade with anyone)
4: You may not trade with (note: Rolling another 4 means you must CANCEL trades with...) (Cancel all trades, with everyone(!!!))
5: You must spread your religion to 3 cities of (Spread religion to 3 cities of the same AI)
6: You can only attack units of (Cannot attack units at all)

Dice 4:
Player qualifier based on their position in the score, to go with dice 2 use 2 dices, 2=1, 3=2...
Rolling 4 (5) means you have to cancel all trades with the rolled player. If the number lists an empty position, or yourself, the parenthesises are what are considered.

Dice 5:
Every now and then (randomly, of course), the RNGod's infinite (well, sometimes, it depends on the time of the day and the weather (...sometimes), really) wisdom will touch our government and enlighten them with the truth. (ok, you can stop coughing now) By the end of the 30 turns, the civics must follow these conditions:
1: Set all civics to the most expensive ones
2: Set all civics to the newest ones
3: Set all civics to the cheapest ones
4: Set all civics to emulate the AI player mentionned in 4 (even if that means reseraching a new technology!) (If none, your civics must be kept the same way)
5: Set all civics to the lowest ones on the list
6: Set all civics to the highest ones on the list (Despotism, Barbarism, Tribalism, Decentralization and Paganism)

Dice 6:
Phobias: Because our god, despite Hirts great Random... um... Greatness, is deathly afraid of some things every now and then...
1: Aquaphobia: None of our units can cross rivers or sea, and all boats must return to the nearest port (open border counts).
2: Altophobia: None of our units can be on hills; units must leave the hills by taking the shortest possible path.
3: Dendrophobia: Our units cannot be on forests or jungles; units must leave the forests or jungles by taking the shortest possible path.
4: Xerophobia: Our units cannot be on deserts, including flood plains; units must leave the deserts by taking the shortest possible path.
5: Altophilia: Given a choice, all units must cross over hills, and as many hills as possible (Even if that means attacking a hill-fortified unit).
6: Aquaphilia: Given a choice, all units must stay near the ocean and rivers.


Punishments: Each are taken in consideration with which commandments were broken; if #2 was broken, Dice 2 is used. Punishments take priority over commandments, and the next dice roll happens only after the punishment is done (exception to "for X turns" punishments, like D1-1), and no actions other than those aiming at completing the punishment can be done (if the punishment requires you to build a settler and make a new town to complete it, all cities MUST build settlers).

Dice 1:
For failing the main will of our god:
1: (Cultural) Set sliders to 100% culture (0% science if otherwise impossible) for 15 turns
2: (Religious) Change state religion to the one with the fewest followers in your civilization
3: (Technological) Learn the most expensive tech on the list; no new rolls until there, and must build nothing but the poorest military unit available until then
4: (Military) Cancel a trade to or try to extort the civ with the top score, or the second on the list if impossible.
5: (Domination) Whip all cities
6: (Diplomatic) Cancel a trade to or try to extort the friendliest AI. If Ex-equo, take the closest one.

Dice 2:
For failing to follow the Lord's commandments:
1: Disband the 6 most promoted units
2: Upgrade 10 units
3: Build 2n missionaries of the same religion
4: Make the highest possible number of specialists of each kind in the largest city (If ex-equo, use the one closest to growing) and keep them for 10 turns, ignoring starvation
5: Build 13 Work Boats (6 non-whipped workers if impossible)
6: Set all cities to building the same wonder for 10 turns (must be stopped after 10 turns if next commandment forbids building wonders)

Dice 3:
For Failing to follow the whims of the RNGod:
1-4: Xenophobia: Refuse all trades until next roll
2-3-5: Xenophilia: Accept all trades, no matter how screwed (Pushover-style), until next roll
6: Turn on the hints and obey their whims, Automaton-style, unless dictated otherwise by the RNGod, until next dice roll.

Dice 4:
...can't really be failed...

Dice 5:
For daring attempting to lead Hirt Great People in another way that what Hirt has specifically dictated:
1: That player skips his next turn
2: The next player is skipped
3: That player's position is moved one up on the roster
4: The player who played before that player plays again, and that player is skipped (3, 4, 3, 5)
5: The next player to submit a re-rolled roster (must be different by at least 2 players) plays
6: That player is put either to the end or the start of the roster, whichever is furthest.

Dice 6:
For daring believing yourself superior to the RNGod's all-randomizing greatness and trespassing on lands Hirt would be afraid to:
1: Pillage your own 3 most production-productive tiles in your 3 best cities and keep them unimproved for 15 turns after the next roll
2: Pillage your own 3 most food-proctive tiles in your 3 best cities and keep them unimproved for 5 turns after the next roll
3: Pillage your own 3 most commerce-productive tiles in your 3 best cities and keep them unimproved for 10 turns after the next roll (If cottage, pillage to Hamlet-level)
4: Pillage 2 of your own strategic ressources until they become unavailable and keep them unimproved until next dice roll
5: Pillage 3 of your own Happiness ressources and keep them unimproved until the next dice roll
6: Pillage 3 of your own Health ressources and keep them unimproved until the next dice roll
(Note: complete as much as possible and forbid all hook-ups until next dice roll if the punishment cannot be completed)

(Note that taking punishments to complete other, 'more important' tasks is fine... so long as you can TAKE them! :lol:)


What do you guys think?
 
One thing I recommend of any sequel: the "turns to complete" should shrink with time. 30 turns is way too easy this late in the game. I propose:
4000BC - 1AD: 30 turns
1AD - 1500 AD: 20 turns
1500AD+: 10 turns
 
Geez ... I will try all my might to ensure I don't win next turn ... May the RNGod's force be with me!

I was hoping to complete the RNGod's command and the game at the same turn, you know. :cooool:

There are more ways than I can count with my foxy fingers to ensure that ... :mischief: ... you know what they used to say, the sly old fox, yeah right, that's yours faithfully.

--

Akuma, thanks for the suggestion, very creative I must say :)
Will take it into consideration.

--

ChrTh: see, one wrong move and a reputation sticks. Serve you right!

But why is it me who must pay the price for your mistake? :gripe:

--
 
GreyFox said:
ChrTh: see, one wrong move and a reputation sticks. Serve you right!

But why is it me who must pay the price for your mistake? :gripe:

--

If you had just let it slide when it happened, no one would've noticed ... see, it's just like when people protesting films cause them to get an audience much larger than it would have if it were ignored ... :D
 
Okay, Fox, if you're really bent on playing the game out further, turning the culture slider down to 0 gives you an extra turn before a city comes out of revolt.

If you want to give away cities, that would also work, but might be taken as mutiny and then ChrTh wouldn't like you very much :(.
 
rex_tyranus said:
While attacking, Destroyer defeats (30.00/30): French Frigate
While attacking, Artillery loses to: French Rifleman (14.00/14)
Ruff_Hi: Withdrawl at 0.3%?
While attacking, Infantry defeats (2.00/20): French Rifleman
While attacking, Cannon loses to: French Rifleman (6.16/14)
While attacking, Cossack defeats (10.08/18): French Rifleman
Ruff_Hi: Win at 49.3%
While attacking, Cossack defeats (10.80/18): French Rifleman
I swear that I didn't play the save. Someone doctored the log. Guess you just cannot trust some people. I bet Rex tries to blam me for him not changing the ini file!
 
ChrTh said:
If you had just let it slide when it happened, no one would've noticed ... see, it's just like when people protesting films cause them to get an audience much larger than it would have if it were ignored ... :D
What was the wrong move again? Anyone got a post #?
 
I bet Rex tries to blam me for him not changing the ini file!

Gunpoint! I swear! The bastard came all the way down from New York and MADE me keep the default .ini. He wanted all the glory. Megalomaniac, he is. Trying to take over the world one autolog at a time.

Seriously, you actually read the autolog, too? That's serious dedication from a lurker.

Edit:

What was the wrong move again? Anyone got a post #?

Read the last 10-20 posts or so of the free-for-all SG.
 
ruff_hi said:
What was the wrong move again? Anyone got a post #?

In FFA01, I had stopped after 5 turns without checking the victory conditions. After releasing the save, I checked it and realized that the game was over after hitting Enter. Instead of making the next player (likely GreyFox) waste time moving troops, etc., if they so choosed, I quickly posted "Just Press Enter".

GreyFox, as can be expected, over-reacted and thought I was messing with him deliberately, so now we must both pays for his sins :devil: :D
 
Ahh - you obviously need the MoreCivLerts mod put together by the HOF people that gives you warnings of these sorts of 'near victory' things. I particularly like the warning in the very early games that says you have 70% of the world population but only 2% of the land area.
 
The Finale

With the Holy Staff, studded with the holy kinky dices of various not-so-holy positions, in his hands, GreyFox once upon looked at the vast empire of RNGMinions. For nearly 6 milleniums, the Minions had struggled to fulfill every demand of the RNGod. Now, the end is near. GreyFox can feel it. He can feel the holy power surging from the staff. He can feel the random aura springing out of the land. He can feel the clouds in the sky, in all their randomness, teeling him that the Day of Ascension is near. The Day when the RNG-Minions will rise to be the dominant power on this planet, and all shall tremble in fear under the might of RNGod.

There exist one last task though.

"The secret of electricity must be learnt!" insisted the wsie one. And with a single wave of the Staff, 20% culture is immediately transformed to 100% research. And as GreyFox began his random chant, all cities immediately stopped production, where all effort is now tuned into research ...



... Press Enter ...



And the task was fulfilled....

Wait ... something is terribly wrong.

GreyFox stared in disbelief when the Staff starts shaking vehemently, and spille dout yet another Random command ...



"Holy Randomized Sh!t!" ....

1x4: Kill N*5 enemies

....

Bewildered, GreyFox asked the Wise Men in the Temple ... "Guys, we have one more task. Anyone recall what is the meaning of N?"

Each stared at him blankly.

Then a timid voice murmurred, "Two, I believe? Since we are Fox-02?"

"Alright, two it shall be", and with a wave of hand, ten enemies were killed.

Here are the first 8:



Turn 350 (1940 AD)
Research begun: Industrialism
While attacking, Artillery loses to: French Rifleman (9.94/14)
Artillery promoted: Barrage I
While attacking, Artillery defeats (13.68/18): French Rifleman <- #1
While attacking, Infantry defeats (16.40/20): French Rifleman <- #2
While attacking, Infantry defeats (6.80/20): French Rifleman <- #3
While attacking, Infantry defeats (17.20/20): French Cavalry <- #4
While attacking, Artillery defeats (16.02/18): French Catapult <- #5
While attacking, Cossack defeats (11.70/18): French Catapult <- #6
While attacking, Cossack defeats (9.90/18): French Catapult <- #8
While attacking, Cossack defeats (17.10/18): French Catapult <- #9
Confucianism has spread: Orleans (French Empire)
Confucianism has spread: Orleans
Captured Orleans (Napoleon)



While attacking, Cannon loses to: French Rifleman (9.52/14)
While attacking, Cannon loses to: French Rifleman (8.26/14)
While attacking, Cossack defeats (10.80/18): French Rifleman <- #10
While attacking, Cossack loses to: French Rifleman (5.60/14)
While attacking, Cossack defeats (14.76/18): French Rifleman <- #11 (extra, as speical gratitude to the RNGod :D)
Captured Avignon (Napoleon)
Bangalore grows: 14
Besancon's borders expand



... Press Enter Already ...





-- To Be Continued --
 
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