GR1 - Erratic Egyptians, open - LotR8B Variant

Greebley

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This is totally based on Aragorn’s excellent idea. All credit goes to him. I have tried to play his game several times, but someone already had it each time. So I thought I would start another to give people something to do while waiting for that one. This is my first attempt to post though I have been reading the games for a while (between compiles at work) and have been planning about joining one. I am hoping using his idea for a second game isn't :nono: . With two games going there may be more opportunities to play

Civ: Erratic Egyptians
Leader: Cleopatroa/Player choice
Difficulty: Monarch
World Size: Large
World characteristics: Continents, 60% water , random
Opponents: Max # (random)
Varient:
Rather than make it exactly the same, I added a few more options. Most of Aragorn’s options are included however. Just like Aragorn’s Iroquois game this is an open SG. Post an “I got it” message after the previous player has finished (no claiming ahead of time), and you have 24 hours to play. If 24 hours pass with no message from the “I got it” player, then it is again available for an “I got it” from a different player. You don’t need to do all the turns if you run out of time. Just post what you have.

Giving other players a chance to play: If you have just played then wait for 2 others to play before claiming it again. If 24 hours pass with no-one grabbing it, then it is open to any player even if they played recently / last.

Don’t forget to include the save file and am optional screen shot is nice for lurkers, especially if things have changed since the last screen shot.
The save file should be called:
GR1_<year>.zip such as GR1_4000BC.zip

Use capitols for the GR so they sort together in the upload list.

Rules: Before 1000 AD roll 3 six-sided die for number of turns (3 to 18) and 2 six-sided die for the number of turns after 1000 AD.

You may make one veto of a build in a single city on your first turn (only). Otherwise you only change things after something is finished building. There are certain exceptions to this rule. For example, Ethelred the Unready will change all cities away from military units on his/her first turn.

If the rules are ever unclear, contradictory, or doesn't cover a certain situation the person who is playing gets to make his own interpretation of what the rule should be using his best judgement.

After determining the number of turns, roll 3 six-sided die and multiply them together. Note that this differs from Arathorn's game where you roll 2. Look for the bold number that matches the product. So a 4, 2 and 1 in any order would be 8 which is Vengeful. I also included the sets of three numbers that give that product so you don’t have to calculate 6 times 3 times 6 = 108. You instead look for the line that has 366 (smaller number is always first) which is sentimentalist. Role playing is encouraged in your reports. Put your die rolls at the top or bottom of your post as there are a lot of possibilities.

1. 1 (111): Jihad – Declare war on every other civilization at the start of your turn. Put every foreign worker to the sword (disband). Abandon any city in your city that has more foreigners than your own people. Raze as many enemy cities as you can (and kill all foreign workers). No diplomacy should be done in the turn you declare war (unlike ordinary always war where you get to trade before declaring war). You do not deal with them in any way. Any town that has a foreigner in it is can be treated as second class (Can you “purify” a town by building workers and then disbanding the foreign ones?). If a new civilization is met during your turn you do not have to initiate diplomacy to start war. Only if they contact you. On your first turn you may change any build as long as you change it to a barracks or a military unit.
2. 2 (112): Zealot – Declare war with every civilization at the start of your turn and stay at war with them your entire turn. On your first turn you may change any build as long as you change it to a barracks or a military unit.
3. 3 (113): Mad – The type of madness is up to the player. For example, you could order all towns to build a Colosseum (obsession), or move every military unit into the capitol to defend yourself (paranoia), or some phobia, etc. If your madness requires it you are allowed to alter more than one build at the start.
4. 4 (114, 122): Warmonger –Choose a civilization to attack and do so (if already at war you can continue that as your “attack”). Do as much damage as you can to it.
5. 5 (115): Insecure – As many orders as possible should be changed. Change all production in cities to something else, order workers to do something else. Obviously the single veto is irrelevant here. Additionally, the indolent workers can be taken off their automation.
6. 6 (116, 123): Isolationist – Avoid contact with other civilizations if at all possible. Demands and trades should be refused. Order foreign troops out of your land on the second and subsequent turns of the intrusion (unless the ghastly dynasties before you agreed to a horrid right of passage – you just cancel that as soon as the 20 turns are up and in the meantime try to ignore the intrusion. If any deal has gone on for the full 20 turns then cancel it.
7. 8 (124, 222): Vengeful – Pick an incident from the past and exact revenge for it. Ideally this would be a slight by another civilization although it could be a town that rioted if need be. If it is so early in the game that no vengeance is to be had then take out your frustrations on somebody or some thing. Go whip some temples or something. Commit a dastardly act.
8. 9 (133): Cruel – Derive the maximum benefit to your civilization without any regard to its affect on unhappiness. I am thinking along the lines of the whip or draft. If communism is avail, then switch to it immediately, so you use the whip if the situation arises. Dastardly deeds are a possibility as well (keep away from exploits like ROP rape though).
9. 10 (125): Oaf – Tactless diplomacy – Do not initiate any deals including peace. Any offer an AI civilization makes can be accepted as is or refused. Negotiating is not allowed.
10. 12 (126, 134, 223): Builder – Improving your infrastructure is the key to success
11. 15 (135): Player Defined – Come up with your own trait and use it. That trait will replace this result for the rest of the game (so if it is gotten again then second player goes with what it was the first time through). If you are not feeling creative then simply roll again and use the new roll. This trait will remain undefined in that case.
12. 16 (144,224): Miser – Attempt to end your set of turns with as much money in the treasury as you can.

A good way to interpret this is:

Never pay gold in diplomacy, try to aqquire as much gold as possible in diplomacy, lower science and luxeries all the way (revolting cities still make money)" - Hygro

Selling necessary buildings and troops is going a bit far (though you wouldn't be the first ruler of a nation to do it; that is for sure).

13. 18 (136, 233): Technologist – Technology is the key to winning. Attempt to maximize your tech through ANY means (including tech purchases instead of research).
14. 20 (145, 225): Scientist – Research is the key. Science should be as high as it can be without hitting 0 in the treasury. Libraries and universities and science wonders are preferred.
15. 24 (146, 234, 226): Hawk – Building up the military is of highest priority. Troops and barracks, Armies and the Epic. That sort of thing.
16. 25 (155): Anti-plutocrat – Must end each turn with less than 10 gold in the treasury.
17. 27 (333): Choice Choose any ability on this list or make up your own.
18. 30 (156, 235): Producer – Production is the key to success. Attempt to maximize your production in whatever ways you can.
19. 32 (244): Tyrant – personal power is most important. So choose Communism-monarchy-despot in that order.
20. 36 (166, 236, 334): Grower – High population is the key to success. Attempt to maximize growth, population, and number of cities. Merging excess workers into cities is allowed but not necessary (workers increase growth too by irrigating)
21. 40 (245): Egotist – Build as many wonders as are available.
22. 45 (335): Indolent – The ruling class is mostly interested in parties and having a good time. Commands to the working classes and military are poor. Workers cannot be told to move. Instead choose one of the extended commands such as shift-J to clear jungle, shift-p for pollution, or ctrl-shift-I (improve this city only, no altering) or hitting space to do nothing. “Build road to” is not allowed (it takes a location). Future rulers can only change their orders when they have finished (I know with shift-A when a worker finishes they go into a city and wait for something to do. At this point the current ruler can click on them and wake them up to do something else) so be careful with your orders. Using A is especially bad as the worker will then alter work already done. Shift-A is only a little better as it may be centuries before they can be ordered again).The exceptions are the perfectionist and Insecure ruler who can order all workers. The perfectionist can countermand all automated work or abort any work in progress. For military, use GOTO for all moves. This includes settlers. Just pick where you want them to be and send them off. Again future rulers gain control when they reach their destinations with the same two exceptions.
23. 48 (246, 344): Diplomat – Concentrate on using diplomacy to maximize your civilizations well being.
24. 50 (255): Hippy – Attempt to make peace, not war. Concentrate on peaceful happy buildings.
25. 54 (335): Priest – Concentrate on temples and cathedrals. In towns. Wonders of religious significance such as Sistine chapel and JS Bach’s cathedral especially valuable.
26. 60 (256, 345): Perfectionist – Micromanage the game to the fullest extent you can manage. You are free to change any orders or production to get the best results for whatever situation you are in. Pretend T-hawk may grab any turn and judge you on your MM skills. If you want you can ignore the last die when you roll for number of turns to reduce the time played (this is completely optional). So two die for before 1000 AD and one die after.
27. 64 (444): Regent in Power – skip 1-6 turns (rolled randomly) by immediately hitting return at the start of your set of turns. Use shift-enter to move no units and accept all pop-ups as is.
28. 72 (346, 266): Timid – give in to any demands made on by other civilizations. Agree to any reasonable deals (though avoid MMP’s like the plague). Attempt to end wars if the price is reasonable. Concentrate on defense.
29. 75 (355): Benevolent – Concentrate on making the people happy. WLTKD is good if you can get it. This can be done via trading or acquiring for luxuries, high lux rate (doesn’t have to be max, just higher than you might ordinarily have it). You would NEVER whip or draft people.
30. 80 (445): Generous – Attempt to establish good relations with other civilizations through trading and gifts. Make as many polite as you can.
31. 90 (356): Spy – The key to success is knowing your (potential) enemies. If espionage is a possible tech to research then switch to it immediately. Building the intelligence agency is top priority. Otherwise attempt to plant spies or establish embassies. Cities can also be investigated or plans stolen if it seems appropriate. The details about the other civilizations should be in the report.
32. 96 (446): Ethelred the Unready – All towns building military units must be switched to something else at the start of the turn unless currently at war. If at war, then build as few units as possible to hold whatever lands we already own. All warfare should be defensive in nature and in our territory. If a reasonable peace agreement can be reached then accept it and immediately stop building military units. Barracks and walls should never be initiated, nor military wonders started (though if they are being built at the start of the player turn, then they will continue to be built unless the player uses his veto on it)
33. 100 (455): Trade Baron – all luxuries and resources that we can acquire/sell should be bought/sold from other civilizations. Even if for no profit other than good will
34. 108 (366): Sentimentalist – No spending on science and no scientists (or tech trades). You long for the good old days
35. 120 (456): Peoples choice – The government should be as free as possible so choose democracy-republic-communism-monarchy-despot in that order (if you are not at the highest you can be then revolt immediately).
36. 125 (555): Robin Hood – You must give a city to the smallest surviving civilization (If our civilization is smallest then you don’t have to). In general, the lesser civilizations should be given gifts and the larger ones taken advantage of (for example making the largest civilization pay top price for a tech, but then allowing the underdog to have it for scraps).
37. 144 (466): Nature Lover – Plant trees if you can. If early in the game (before engineering) then settle amongst the trees in pretty locations. On the first turn switch away from all pollution causing buildings, and if available (unlikely) switch production to mass transit or recycling center for any town that needs it. Towns that are not building pollution causing buildings may not be switched unless you use your one veto on them.
38. 150 (556): Logger – Use the forest cutting of trees to help with production. If workers can be spared then planting and cutting trees near towns that need the production is good. (I’m a lumberjack and I’m ok…)
39. 180 (566): Roll twice and apply both. If you get a contradictory result then roll again
40. 216 (666): Split personality – Roll three times. Alternate between the results (your choice on ordering, number of switches, and how long to apply them, as long as all 3 are used at least once. If two are compatible you can apply both at once.

I have done a first turn an will post after this shortly.
 
The 4000 BC save

and a picture of our start:
GR1_4000BC.JPG


The Reign of the Blorts

Greetings. My name is Greebley. I was advisor of the Blort family for generations and was therefore there when the Egyptian people got their start. I thought I would tell the story of their rise to power and the beginnings of the Egyptian people. Who am I? Suffice it to say that I used to be a member of a sophisticated society of long lived people living on an island out to sea, Our idiot king chose to defy the gods and sail west. Predictably our island sank and my people were destroyed. I was fishing at the time and barely made it to shore. Fortunately, the current head of a passing wandering tribe, a savage named Blort thought the gods had sent me (they had never seen anyone travel on the ocean before) and so took me to be his advisor. Though a mere fisherman at home, my knowledge was sufficient to let me keep my advisor role for the life of Blort and all his decendents.

The egyptians got their start when Blort declared, "Meat! We live here!". I had been convincing "Blort the Mighty" as he called himself to settle down and form a town; that his people would grow to be strong. While Blort may have the sophistication and subtly of an angry rhino, I will give him this much. He chose an excellent place to settle. Rich flood plains to be worked, herds of cattle, and grasslands rich in resources. There was a second barbarian village nearby so immediately after Blort had set up his town site he went over and invited them to join his small empire. The promise of large amounts of beef (which they could already get), and that ghastly fermented beverage they called Grog (which they couldn't) was sufficient to sway a goodly number of warriors to join him. It was a sufficiently large band of warriors that they could forage and explore the surrounding areas. This group headed out and over the years explored the lands surrounding the capitol which Blort the Mighty had called Blort.

Meanwhile under my direction a group of workers set up a system of irrigation and a road close to the nearby herd of cows that brought additional food and revenue from taxes. Rather than allowing this money build up, it went to learning how to use clay to build pots. While I knew the general theory, I had no idea where to find clay or how it differed from dirt. Dirt pots just didn't cut it though. This was a project of many years. The town of blort also worked on training its own group of warriors to explore in a different direction. They first group had concentrated on the east so the second group once completed headed west.

Then in the reign of Blort the eighth (or to use his official title 'son of son of son of son of son of son of son of Blort', often shortend to son of Blort). The warriors encountered another barbarian village. Much to my suprise when son of Blort reported back, the entire village had volonteered to join the egyptian people. We now had a second town in our empire creatively named "Son of Blort". This despite son of Blort being a complete boor. I shudder to think of him attempting to deal with a civilization of any sophistication. He would be putty in their hands. He could certainly inspire the barbarians however. Perhaps the barbarians actually liked their vile grog. How I longed for the wines of home. Sadly, though they would have moved to a better spot, Son of Blort who is also Mighty just told them to settle where they were.

Blort the ninth was equally successful gaining yet another group of barbarian warriors to join him. An additional group of warriors had been trained to remain at home. Burgeoning population meant the "Cow and Grog" parties were getting out of control and could start to do serious damage. This group would patrol the streets and the main dining hall and stop the worst incidents.
Sadly, the Blorts were not to see the results of their efforts of founding a civilization to its completion. During the reign of Blort the twelth, I awoke to hear that Blort the twelvth has been killed and the rule had changed hands. Rather than learning how the new king felt about the old king's advisor, I slipt out of town. When I left the Egyptian people showed promise. I wish them well.

3450 BC save for next player

GR1_3450BC.JPG


Notes: I rolled 156 for 12 turns (I counted 4000 BC), and got a 1,2, 5 for Oaf. Being tactless didn't matter much as we didn't meet anyone. It was such a good start I plopped down the settler where it was (it it wasn't clear I got 2 warriors, and settler from huts).
 
Hmmm... no posts. I was wondering if that would happen.

Too complex?

I was worried about that and the fact that it was a duplicate, but at the time Arathorn's game had a line waiting to play. Open games also seem to have troubles getting players for the most part. I was also worried about the complete lack of name recognition though I was hoping for an open game that would be less of a problem. Probably a combination of all three.

At least it was fun to design. This game will still be here if anyone does want to try it after the Arathorn game is over.
 
Same as me, I don't have ptw or the patience to sit in line for the other game though.

An excellent varient & I wish you the best of luck!!
 
Blortish Farmers take control

The roll- 1,4,3 = 12 turns
The personality – 3,2,6 = 36 – Grower!

3450BC: Before pressing enter. The people in Son of Blort are lonely… Worker production vetoed, changed to warrior.

Turn 1 3400BC: Blortish warriors continue to search for people to chat with… Worker mining action changed to irrigation… the people are feeling glutonous.

Turn 2 3350BC: IBT, pottery research completed ->Mysticism at 100%… Ooh, the people would love a granary in Blort, but barracks it is… Juicy game spotted north of Blort.

Turn 3 3300BC: 2 Goody huts spotted – one to the north, one to the West. Warriors fear for their safety and won’t go talk to the savages yet. Worker completes a lovely field for the cows to munch tasty grass on and grow fat at succulent. He moves to irrigate the other side of the fence. The grass isn’t greener there, but it will be soon.

Turn 4 3250BC: Blort grows and the farmers are happy, but the people aren’t for some bizarre reason. Lux ->10%

Turn 5 3150BC: Son of Blort is now a fledgeling town! :goodjob: New warrior built there, production to granary. The grass is just as green on the other side of the river now in Blort, but our farmer thinks that the people should have a safe route to get there, so starts a road. Ahhhh, Hello there Mr Yankee. An American scout hails our warrior in the north… Mr Americano has no cities except his capital, but already knows the wonders of casting spears in Bronze. With no gold,the Blortians can extort no such knowledge from them though. We bid him farewell, and he bids us a cautious farwell too… Western costal region identified…

Turn 6 3100BC: Blortish warmongers should be happy now, Blort grows and builds its barracks. Production to settler… We want towns! Anyway, Blortish citizens consider the town already too busy Lux ->20%. We’re loosing gold now, but the farmers union and scientists guild, who have allied themselves and hold great power, have overruled the treasurer – Science kept at 80%. Jute warrior spotted… we try to hail him, but the thug ignores us.

Turn 7 3050BC: Vineyards spotted to the north of Son of Blort.:cool: A funny man in Purple garb makes our warrior laugh with his talk of Elephant gods… The Indians are contacted.. These boys are clever… They know how to do their ABCs! We take all their gold (35) and a book entitled A is for Apple from their emissary, in exchange we allow them to borrow some cement and a nice Egyptian pot. The Americans want to know what animal names start with Z too… We sell them pottery for Bronze working and all their gold (10). The treasurer is appeased now that we have 54 gold in our coffers, but still moans that we’re loosing one gold every century (picky or what!).:crazyeye:

Turn 8 3000BC: The people have a big party to hail in the dawn of a new century, but they’re not happy, cos they still don’t have any wine to drink… Whilst chasing the brutish Jute warrior, our scout spots a brother in arms, Hola senor, he addresses us. Spain is weak and backward, their farmers obviously aren’t working hard enough as they have no new towns… 35 hr week? They still don’t know how to make pots or build brick houses yet, so I’m not surprised. Indian border spotted, nice pelts in their local forest are in clear view

Turn 9 2950BC: Zzzzz

Turn 10 2900BC: Go forth my Blortish brothers… live long and prosper… Blort produces settler, and plans to build another… The Americanos have learnt how to tie pretty bows with something called arrows. But they won’t tell us how… Boo Hoo

Turn 11 2850BC: Zzzzz

Turn 12 2800BC: Blortport founded:goodjob: ! Lovely fresh fish are sold in the village, and they will soon learn how to bake lovely warm bread like their brothers in Blort.

Save is here http://www.civfanatics.net/uploads5/GR1_2800BC.SAV

Link should work now Greebley (sorry forgot to check)-enjoy!
 
Thanks for your encouragement. I just had gotten horribly crushed in a deity game and was in a glum mood when I posted. I made a serious error in my play. At least now I know the strategy I used is suicide at deity. Still trying for my first deity win on a random map. Someday :)

Since someone else has played I will go again. This is my "I got it".
3,3,6= 12 turns, 3,5,6 = 90 spy.

Edit:
KELLO: I can't seem to find the save file. I tried your link and it said the file was not found. I tried looking for variant on the name, but found nothing. Can you try uploading again?

Edit2: Ya they had problems with the upload feature earlier today. A lot of files were size 0 and then deleted since they had no data.

Since I need to go to bed I have "ungot it" if anyone wants to play after Kello reposts the save. I will "de-ungot it" (regot it?) ...er... post another "got it" if I am planning to play.
 
I got it. I am going to use the rolls above.
12 turns, spy.

Dreamdeferred,

I actually tried that but it wasn't there. The best I can tell what happened:

The disk holding upload 5 ran out of space.

File would upload and appear to succeed, but their file size would be zero.

ThunderFall deleted all the size 0 files.

So in this case the file really wasn't there. I got suspicious after a second recently posted file was also missing. So I looked in the site feedback and found the above info, missing of course the obvious announcement at the top of every forum.

So I guess the moral is if you want to be really sure, try to download and open your file. Not that it mattered in this case. Kello was able to post the save PDQ
 
2800 BC: In the Year 2800, the King dies in a bizarre accident involving 3 aadvarks and a hamster. He has no heirs so the rule falls on his frail and timid half-brother Archibald. Archibald had survived a rough childhood by finding out secrets others did not want to have revealed. These gave him leverage over others and when that failed, his friends, eager to please even a frail prince would warn him when his older brothers were looking for someone to pick on. Becoming king his first act was to change the production in son of Blort to a warrior. "Dark unknown lands surround our kingdom. They must be explored. Especially the lands near those rival civs. Had someone killed the king for reasons unknown? Surely it would have taken at least 4 aardvarks for the king to have died it that manner? Archibald was worried.
2750 BC (1): "Sire, the Americans have warrior code and can build archers". "Can we buy it?" asks the king. "Not yet". "Well keep tabs on them and their advances", replys the king. "We did manage to get 10 gold from Spain for Masonry. It was not enough for warrior code though"
2710 BC (2): Everything was quiet. Was it too quiet? The king found it maddening not to know with those other civs were up to. One of the exploring warriors climbed a hill and scouted out the town of Bombay a town of around 30,000 people.
2670 BC (3): "Sire, We have spotted an American scout exploring near Blort Port. We have also built a new warrior to explore in Son of Blort". "Very good", replies the King, "Keep close tabs on that scout and send the warrior to the south. Anything could be there creeping up on us as we speak. Anything new on the diplomatic front?". "No sire".
2630 BC (4): The king had heard a new settler was underway along with a warrior. A new warrior was being built in Blort. This was good. Earlier reports had confirmed that the indians and Americans and Spanish each had a capitol and a single town. Mysticism had been learned by the Egyptians, but the king was uninterested. He wanted to figure a better way to communicate than the spoken word. Those messangers sometimes get their information garbled in transit. And to figure out if the Egyptians can establish permanant communications with the other civilizations and perhaps get to see their capitol in all its glory or (hopefully) lack thereof
2590 BC (5): "Sire nothing new to report. We could exchange mysticism for warrior code but we are holding out for a better price. Additionally, our warriors entered a village of barbarians far to then north who told them of the surrounding area." "Very Good" replied the king.
2550 BC (6): Reports of spices to the south pleased the king. It was important to keep his people happy. There were also reports of an area with multiple herds of cows. A good area to settle but far to the north. Also the settler recently sent from the capitol had arrived near flood plains, hills, gold, and a river. A spot destined to become a strong town in years to come. A worker had been made in Son of Blort so it could grow faster. Archibald had ordered another warrior. Exploration was so slow.
2510 BC (7): "Sire we have reports the Indians have built a third town. However, we have settled Elepantine and the people are doing well so we remain ahead with four including our capitol. Also we now have a warrior in our capitol again." "Very good", replied the king, "But our town is growing slowly. Start on a granary". "It will be done sire".
2470 BC (8): Things remained quiet. On the diplomatic front spain had gained warrior code. Spain still did not have pottery. A trade of pottery for warrior code allowed the Egyptians to keep Mysticism exclusively to themselves. Slowly the shape of the world was being revealed. 25 gold has been gained in trade from a group of barbarians. Unfortunately, the grog they had traded for killed them all except the youngest children destroying prospects for future trade. Must be an acquired taste mused the king as he signed the paper that would allow the children to be adopted by his people.
2430 BC (9): "Sire, we have spotted a barbarian uprising. A group of angry warriors and a camp that is preparing for war". "Clearly, they feel threatened by the expanding towns slowly filling in their lands. Try to keep tabs on them and remove the main camp if possible", replied the king. "Very well sire, I will alert the warriors".
2390 BC (10): The king had heard some warriors were poised to strike at the barbarian camp. Perhaps soon the menace would be abated. But were there more camps? More warriors are needed, he mused. There was so much to keep track of.
2350 BC (11): "Sire we have reports of victory on the barbarian camp. However, new reports from son of Blort indicate there may be more than one such camp". "Hmmm...", replied the king, I heard that Blort port had finished that worker. Switch it to another warrior. Can never have enough of those. Also I hear to the north east, Spain's main settlements have been found. Send your men in. Maybe the queen won't notice"
2310 BC (12): The king was reading reports on the barbarian wars. The warrior that had taken out the barbarian camp had been attacked in the night but had won. They had been the below standard before, however the barbarians had swept in when they were blind drunk and made off with their Grog. A short time later grim and sober egyptian warriors went amoungst the barbarians who had died mysteriously in the night. Without the grog they were unhappy but more competent warriors.. A worker had to flee a barbarian near Son of Blort. Another warrior was still many years from completion. My brother would have probably handled these uprising better than I. It had been several years since he had thought of his brother. The king had put much effort into finding out what had happened but to no avail. The door to his bedroom started to open and he turned to see what the guard wanted. But it was not the guard. When he saw what his visitor had with him he screamed "NO!". The next morning servants found the king's dead body, 3 aardvarks and a hamster.

GR1_2310BC.zip

GR1_2310BC.JPG
 
I got it, since I don't have dice anymore i used an online RNG at

http://www.random.org/nform.html

Which gave me

5, 3, 5, 2, 3, 3

Which I take to mean 13 turns, and 18 for style

18 (136, 233): Technologist – Technology is the key to winning. Attempt to maximize your tech through ANY means (including tech purchases instead of research).

See you in 24 hours, or sooner

Smackster
 
Everything is going to be ok now, the venerable technolgist Kriotalos is now in charge.

Our first technology decision is to turn on the grid, much better now we can start to calculate relative city distances to reduce corruption. "What has that got to do with technology" ask the advisor, and after getting his ear clipped finds that our leader has decided to interpret technology to include all the tricks and tweaks of micro management and city placement that he knows. Come on we've only got 13 turns might as well make the most of them.

1) 2310BC We see that our capital is building a Granary, not really much of a technology, something to do with food, we'd really like to start working on some technology based city improvement.
Oracle, nah too religious, Pyramids, not food again. If only there was a nice library to build. Oh well we'll leave it be for now (the dead kings of Blort sigh that the Granary is not wasted).

Now we look to the technology that we are researching, Writing in 19, that will never do we must increase research. "But sire" scream the advisors, "we can't support a faster research path as we can't generate enough gold". "Find a way" Kriotalos shouts back. The advisors go to our foreign friends but are very dissapointed to find them clueless. The only way to increase that tech rate is to reduce the happiness slider and resort to entertainers.
Research set to 90%, still at -1GPT, but now a more respectable 12 to writing, but the granary will now only come in 3.

Finally on this very long period in our empire we notice that the previous kings had neglected to pop some very juicy looking goody huts. Goody huts might mean more technology, so the people of Blort are told that they must pop the hut regardless of risks from the Barbars.

2) 2270BC Reports come in that barbarian activity near Son of Blort has resulted our garrison dying and loss of life reducing the city to a size one. Kriotalos is very unhappy that more research on technology was not being made and hopes that will be a lesson to the people of Son of Blort.

3) 2230BC "Sire, sire, it worked, it worked", "I told you that my name is Kriotalos now tell me what worked" The reign of Kriotalos has already proved successful as when our warrior arrives at a neglected goody hut only to see the people of the village riding around on strange devices with circular things going round and round.

4) 2190BC Reports come in of the grand unveiling of a Granary in Blort, and Kriotalos agrees that more cities are needed to increase research, so Settler production is started. However worked squares are manipulated to time the Settler build with city size 7 growth to avoid Granary parties, where all the new people eat all the food. Blortport decides on a Granary also to start our double settler, worker production combo. Granary in 15.
Deep in the wilderness we find another warrior, who decides to join our despotism.

5) 2150BC Warrior from Blortport arrives in Blort and we find that Blort is happy enough without any luxuries helping us to squeeze writing down to 8. Our dumb foreign freinds are still both clueless about technology and don't have any money. Large barbarian camp found deep in the wilderness where we found friendly warrior, both move in for the kill and cash.

6) 2110BC, 7) 2070BC nothing to report

8) 2030BC A group of settlers set off searching for a new home. Kriotalos explains the technology behind a technique called RCP, the people are fairly clueless and he has to leave it with a calculation of 4-4.5 and a grid reference location to found their new city. I think maybe the long dead kings might not like this, but hay its all technology to me.

We now find that Blort is what is commonly called a 4-turn settler factory, as usual the poeple think that Kriotalos has gone mad, however Kriotalos will not accept even 10% of luxuries that would be required as that would be a loss of one turn for writing. So its stuck at 5 turns. But no the loss of technology in the creation of the entertainer is enough to push writing back so we can get 4 turns with the settler and keep 5 turns for writing with 10% luxuries. Kriotalos agrees.

The barbarian camp is destroyed and much gold is taken.

9) 1990BC More barbarians are sighted north of Son of Blort, the people remember the loss of life
from the last time, and begin to tremble.

10) 1950BC The wonderful city of BlortTech is founded, 25 GP from another hut

11) 1910BC First Barbarian raid on Son of Blort defended, another soon to come.

12) 1870BC Writing is discovered, we check to see if our foreign friends actually know anything to trade with
and are shocked to see Iron Working. We crave the technology of the iron and are tempted to give all our
gold for it, but end up giving the Wheel to America. Nobody has anything else to trade.
We start the technology search for Polythism as we hear wonderful things about the ancient art of Monarchy.
We note that Iron is not far from Elephatine.

13) 1830BC Kriotalos retires to bed and makes the following notes. Settler heading south towards towards silks,
and warrior heading from south to help in case of Barbarians, hope he gets there in time. Temples being built as
we'd like some culture, roading the cities together to make use of silk, and the main lot of initial irrigation seems
to be in affect. Expecting blortport to churn out settlers / workers, and assuming whoever comes next can use
the luxury slider a little more than Kriotalos then we should get 4 turn Settlers from Blort.

Next morning Kriotalos is seen working in his technology lab on an new strange invention that requires a new substance called SaltPetr, we don't know what that is, but suddenley with a loud bang, Kriotalos and his lab are gone. We await the new leader.

Save file .sav
 
As two days have passed I'll play again (I got it), here are my numbers

4 1 4 3 6 5

Which gives me 9 more turns, and (356): Spy, which is funny as I didn't establish any embassies last time, so I guess I will now.

Smackster
 
Shhhh, know any secrets, BlortSpy here codename BlortSpy1 to you.

What espionage can we do, well embassies would be nice. Spend all our cash, will change the tech bar to get more cash. Not really sure what
else to do with the Spy, investiating the rest of the cities would be a waste.

This Spy is not inclined to tell you what happened, ok well from 1830BC, to 1625 nothing really happened, just building infrastructure, dropping more cities

1600 Met Mongols, who traded us for Arab contact. We also got an Indian worker after a little trading. Got embassies with them both too.

1600.jpg


.Sav
 
1600 BC(0): Young king Albert takes the throne. As king he is one of the few people who can read the new writing. Albert had been absolutely fascinated by the writings of Kriotalos who had practically invented writing and had fascinating theories. When he became king, he was going to make Kriotalos proud! The wisemen were bogged down in religious mumbo-jumbo, underfunded, and lacking purpose. The first pronouncement of king Albert was to put all resources to teaching others to read and to taking all the oral traditions and getting them onto scrolls. Only then according to the wisdom of Kriotalos could any real progress be made. (polythesism min research nixed 100% science going for literacy. The other nations were too backward to be of any use.
1575 BC(1): Albert's advisors convince him that some of the budget must go to entainment or he won't be king for long. lux raised to 10%.
1550 BC(2): The road to the silks continues. By bringing silks into the kingdom, the people will hopefully remain content while we concentrate on the REAL business of teaching people to read and write and recording all human knowledge. Settter->Settler in Blortport.
1525 BC(3): Settler->Warrior in Blort. Reports of barbarians that need dealing with.
1500 BC(4): Temple->Worker in Son of Blort. Need more commerce to raise the science.
1475 BC(5): Temple->Worker in Elephantine. Warrior->Worker in Pi-Ramesses. King Albert has become obsessed with the lack of workers.
1450 BC(6): Warrior->Worker in Giza. Silks are brought in so lux lowered to 0. (Blortport needs a entertainer). The primitive Arabs don't even have alphabet. Out of kindness for their backward ways we sell it to them for a low 25 gold.
1425 BC(7): Reports come back that a group of warriors have taken out a close camp of barbarians. Albert is relieved, though more are out there. A new city is founded. Albert names it after his hero Kriotalos which starts building a warrior.
1400 BC(8): Lux needs to be raised to 10% to prevent riots. Albert hopes his plans to grab some wines. Supposedly they are much better than Grog and Ale.
1375 BC(9): BlortTech finishes a Temple. Son of Blort builds a worker. "More workers!", proclaims Albert. A warrior is defeated by a barbarian.
1350 BC(10): El-Amarna founded. Giza builds a worker and starts another.
IBT: Spain declares war and attacks with a warrior which loses.
1325 BC(11): At last the knowledge of the ages is on scrolls. Build Libraries in all towns of 60000 or more orders the King. "But sir! What about the war. We need troops to fight.", cry the kings advisors in dismay. Try to get other nations to fight the war so we can deal with important stuff. Can't we trade some of our knowledge?" Trade Contact with Arabs for America's agreement to war on the spanish. Give Arabia iron working and writing for war. The other two demand money (or literature) so they do not join in.
1300 BC(12): Albert is now quite old and dies in his sleep dreaming contentedly about his libraries. Kriotalos finishes a warrior and starts on a worker.

GR1_1300BC.JPG


The save
 
What a genious idea! People keep playing!

I have a question though:
16 (144,224): Miser – Attempt to end your set of turns with as much money in the treasury as you can.
One could take this too the extreme and start selling all buildings and disbanding all units. At what point is that no longer miser and inteads becomes obsessive? May I propose the wording be changed focus on something sort of like this?:

"Never pay gold in diplomacy, try to aqquire as much gold as possible in diplomacy, lower science and luxeries all the way (revolting cities still make money)"
 
Ya, selling buildings might be a bit extreme.

In general, I think one should have a bit of leeway in "what things mean" if they feel like roleplaying, which is what I find fun about a game like this (how do you interpret the roll in a interesting or fun manner).

I played last so wanted to let someone else play first. I might randomly play this when in the mood though even if it was me last.
 
Mad Scientist takes control

Preturn:
All cities to library or worker. Workers to improve trade network.

1275BC
one reg warrior lost in battle

1250BC
Riots in Blort.

IT: one warrior killed and one lost.

1225BC
:sleep:

IT: one warrior defeated and one lost.

1200BC
Asyut founded

I'll play some other day more.


http://www.civfanatics.net/uploads5/gr1_1200bc.zip
 
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