GR6 - Persia II - AW Demigod.

Greebley

Deity
Supporter
Joined
Mar 28, 2002
Messages
9,913
Location
Boston Area, MA
Parameters:
Patch: 1.22 C3C
Level: Demigod
Variant: Always War
Civilization: Persia
Water: 70%
Map Type: Continents
Size:Standard
Age: Random
Temperature: Random
Climate: Random
Barbarians: Sedentary
Rivals: Random
AI Aggression: Normal
Victory Condition: Standard
Culturally linked starts: OFF
Respawn: Off
Preserve Random Seed: On
Cultural Conversion: On
Requirement to play: At least one win in an AWE game.

This is our second attempt at Persia. The first one stalled for too long and the enemies got the upper hand.

I had a few poor starts before I got this one, which is one of the best I have starts I have ever gotten.

I played 20 turns and we contacted the Vikings on the final turn. Seemed a good place to stop.

Here is a picture. I will post a short log and the save in the next post.

GR6_BC3000.JPG

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I would like to try playing with the following restriction on pillaging:

Pillaging Restriction: Basically no pillaging by armies is allowed farther than 5 squares from our border. Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat). The idea here is to lessen the AI weakness of ignoring armies completely and allowing the human massive pillaging freedom. If the AI didn't have this weakness, you could pillage coastal resources by using boats, but inland resources would require fighting your way there.

If the enemy builds cities between a stack and our front lines, the stack can bypass the new city to head home or head deeper into enemy territory provided that they don't bypass any cities without capturing/razing).

Always War Rules:
When you first meet a civilization you must immediately declare war. No trading of any kind is allowed If you see a new face on F4, you are obligated to declare war immediately. Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever.

You cannot use F4 to view your opponents unlesss you have a spy. Thus you cannot check if the AI has a tech or know how many cities he has.

Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We however cannot then disband the city just founded city on the same turn. We may keep or raze cities, and can keep slaves.

SG Stuff
You have 24 hours for an "I got it" and 48 to play. If you need a one or two day extension, then mention this before the 48 hours are up. Players can work out skips between themselves, just post a message to the thread. If you can't play within 96 hours total, switch places or ask for a skip. A player plays 10 turns normally, but can choose to play 5 instead if their time is limited or when the turns get longer during the latter part of the game.

Roster:

Greebley
LKendter
Northern Pike
Open
ThERat
 
Well the best isn't only the food. With being in such a corner the second contact should take a long time.

At this point we should STOP exploring. We know where the next few cities will be. The first contact was already earlier then I like as I prefer to have 2 to 3 cities before contact.
 
The first 20 turns were fairly straightforward. I experimented with getting Ironworking first. We will have to see how it goes. It might be too early.

On turn 20 we met the vikings. Glad to be fighting them on land rather than water.

We have 2 Vet Spear in the capitol, barracks built, and a wandering Warrior.

We need to be size 3 to grow in 4 turns (need all 3 cows). I would like to keep our size up so we don't slow growth.

The roster is based on the order of expressing interest in GR5. I would like to give ppl a little time to check in and express an opinion before we start.


Greebley
LKendter
Northern Pike
Open
ThERat

[Edit: Crossposted: Agree on the stop exploring. The warrior was on its way back home when it met the Archer. I too do not want to meet a second Civ.
 
One final thing. I was thinking about whether to add the following rule:

You cannot look the trades screen to see cities, resources, techs, etc. of an AI unless you have a spy planted with that civ.

The reason for the spy bit is both because knowing cities and tech is info a spy could get, but more importantly you can see what techs you can steal before stealing a tech. The reason for no F4 before you have a spy is that it is information that it is dubious you could get without a spy.

What do people think? Is this a good rule or bad?
 
Greebley said:
You cannot look the trades screen to see cities, resources, techs, etc. of an AI unless you have a spy planted with that civ.

Well that was the rule I adopted in the LK series for AWE. I think diplomatic cheating is a bit much. Of course, the wonder popups will give us somewhat of a clue...
 
agree with that rule, it should not make the game that much harder. start looks pretty good, let's hope we get some iron in those hills nearby.
 
Glad you can Join, TMcC :dance:

Greebley
LKendter - Up
Northern Pike -On Deck
TMcC
ThERat

[Edit: I am thinking the first settler should grab the wheat on the coast by the mouth of the river. We have the initial Viking units and it will help if our second is defended a bit better.
 
Let me know when the additional rule is final, and I will post a got it.
 
Greebley said:
no F4 before you have a spy

I don't know about this from the standpoint of realism, but it should produce an absolutely pure AW experience, so I have no objection.
 
I am now playing.
 
http://www.civfanatics.net/uploads9/GR6-2550BC.zip

3000 BC
We have a first contact way to soon. I have only lousy city on settler and an archer on the way.


2750 BC
The Vikings build a city in visible range. Another warrior is visible.

The warrior drops to 1 HP, but the archer is dead. (1-0)


2710 BC
Pasargadae is formed.

==========================

Summary:
Still waiting for the big unit rush from the Vikings. We at least got up to city #2 working on barracks.

LAK-804.jpg


Signed up:
Greebley
LKendter
Northern Pike (currently playing)
T_McC (on deck)
ThERat (skip May 5 to May 22)
 
I would build Walls before a third Spear. Walls will increase the chance that the Spears will survive. It is thus better to have one less Spear and Walls, IMO. Often you won't take any losses since your Spears are all likely to win.

Not sure if we need a 3rd Spear after the walls. We won't see a big rush I don't think. A few archers and warriors.

I feel that using our immortals might be better than trying to save our GA (assuming Iron is close). It would be nice to do some damage early to the Vikings when they are going to be weak.
 
http://www.civfanatics.net/uploads9/GR6-2550BC.zip

3000 BC
We have a first contact way to soon. I have only lousy city on settler and an archer on the way.


2750 BC
The Vikings build a city in visible range. Another warrior is visible.

The warrior drops to 1 HP, but the archer is dead. (1-0)


2710 BC
Pasargadae is formed.

==========================

Summary:
Still waiting for the big unit rush from the Vikings. We at least got up to city #2 working on barracks.

LAK-804.jpg


Signed up:
Greebley
LKendter
Northern Pike (currently playing)
T_McC (on deck)
ThERat (skip May 5 to May 22)
 
Sorry for the delay--a joyous family Sunday :rolleyes: ;), no time to go online--but I've got it now.
 
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