Immortal Cookbook I: Roosevelt

I only read as far as "unfortunately my civvable time is almost non-existent" the first time... WH, I see three myspace links in your sig; what's each one of them? I'm guessing Sunday Driver is your band? :)

Yep, the other two are people I play for, but Sunday Driver is the one where I actually help to run things. There are some songs up on our myspace at the moment, but the new album "In the City of Dreadful Night" will be available over I-Tunes some time in the next month. :woohoo:

Back on topic, I'll be playing the end of my turnset shortly, and will post a report sometime tonight or tomorrow.
 
Spoiler :

didn't play to 250, cause i reached a decision point.

i am 1 turn away from liberalism. no one else (that i know) has paper yet i think.

mansa musa is 2000+ points already :eek:

still, this game may be salvageable with a beeline to rifling...


pics may follow...
 

Attachments

After a string of interruptions, I finally finished the round (actually 5 turns early, but it's the last turn of a Golden Age plus there are two GPs to be used, so it seems a good time).

Half-arsed explanation of what happened:
Spoiler :
Beelined and tech whored. Raggy killed by Wang. Took Nationalism from Liberalism. Made sure to keep good relations with fellow Buddhists. Got huge cash boost from being beaten to Angkor Wat by a couple of turns. Started settling eastern mini-continent. Discovered Sitting Bull - ripe for the plucking. Gilly invaded the exact turn Taj Mahal was finished (aarrrggghh!!). Fended him off, but had to whip hard and burn the cash I'd saved for the golden age on upgrades. Got peace a couple of turns ago with small compensation package from Gilly. MM rapidly becoming an unstoppable juggernaut of tech. Overseas expansion and diplomatic (AP?) victory may offer best hope.
Bunch of screenshots masquerading as an overview:
Spoiler :
There are a GE and a GG waiting outside the capital:

Civ4ScreenShot0000.jpg


Note that I've almost won back the pigs:

Civ4ScreenShot0001.jpg


Alex and Wang have helped me out here, by hunting down barb galleys while I brought units over:

Civ4ScreenShot0002.jpg


I really should have had the NE finished a long time ago:

Civ4ScreenShot0003.jpg


Gilly's invasion delayed the Hermitage, otherwise those southern tiles would be mine by now:

Civ4ScreenShot0004.jpg


At least I'm popular:

Civ4ScreenShot0005.jpg


A strong tech position (I actually had a clear lead at one point), but MM is really starting to heat up now:

Civ4ScreenShot0006.jpg


I've robbed a couple of cheap techs off Mali:

Civ4ScreenShot0007.jpg


Not pretty:

Civ4ScreenShot0008.jpg
 

Attachments

Nice to see a few more saves, ill take a look at them later on.

I also played another game from scratch, ala Bleys and tried a REX into a medieval war.

Ended up at 1050 AD with 12 cities, plus room for three more behind washington. I still have a strong army but only 1/2 the power rating of Mansa Musa. He is a LOT smaller than the round 3 saves posted so far and has less of a tech lead.

My save's events mirrored most of the original games, ie Buddhist bloc, war targets etc.

Feel free to check it out.
 
So is this thread dead and buried? I wouldn't mind starting another IC thread if people are interested. I assume that continuing this one after such a long break might not be the best idea.

It's a pity, since this was a very interesting start (one which I still intend to play out). But, without wishing to be critical of tycoonist, I think a thread like this needs a more pro-active host.

Come to think of it, the roster idea used in the original Monarchists' Cookbook was probably the best way to proceed. Getting five or six players to commit to at least try and play every round ought to reduce the dropout rate. Contrary to the MC, though, I think it would be wise to redraw the roster for each new game, depending on who's going to be available to play.

Edit: Oh, and I'd reduce the turnset length to 50 turns, thus giving greater focus on (and better reporting of) those crucial early decisions.
 
It was indeed an interesting start. And since it was my first try at immortal I'm a little sad to let it go. But it's hard to come back and get into it after all this time.

Anyway, I'm willing to host an IC with a regular schedule: 7 days rounds + 3 days for voting should be enough, as each round will include a weekend when everyone should be able to play. We could try setting up a roster in the first game as you say, see how well it works and if there are more people interested, and we'll work things out from there.
 
mm the thread does look like its dead. I am prepared to call this one a game and start again using WH's suggestions. Carl hosting would be fine by me.

Despite liking Epic speed less and less these days I would sign on for another game at this difficulty.
 
I would be interested in another one of these if it's on normal speed. I think this game was rather fun but it is a very time-consuming format so increasing the speed would make it easier for me to participate.

Edit: How does the roster work, is it just a fixed time setting per round?
 
Edit: How does the roster work, is it just a fixed time setting per round?

It's just like on a normal SG, where a group pf players sign up at the beginning.

It doesn't have any real bearing on the game here, but having agreed to be a roster player should act as an incentive to keep playing and stick to the format.
 
It's just like on a normal SG, where a group pf players sign up at the beginning.

It doesn't have any real bearing on the game here, but having agreed to be a roster player should act as an incentive to keep playing and stick to the format.

That's what had me confused. I've read some SG games but for this one it would not be an each-player-takes-a-turn format but a vote like last time if I understood you correctly.
Having the turns and dates set at the beginning would do alot though I think.
 
Back
Top Bottom