K 7 - The Zany 'Zerkers' (thanx to meldor)

preturn: I talk to Xman right away. Maths, Cod of Law, contact with China is good enough for me atm, I want to take out Rome now before they get iron again.

Renegotiate peace with Brennus and get Horseback riding and 10 Gold for it :D

switch Stockholm to Temple, this town is a good FP site and I want to develop it for more production.

Persepolis gets a Temple, I want to keep Xman around to extort him some more for a while I cannot accept the flip risk (former capital, after all)

(1) Literaute found, go for Poly (-->Monarchy) at +3 Gold.
Temple in Kufestadt, Archer ordered. We have so many archers atm that we should refarin from building more until we get our happiness up, lux tax down and thus higher income (or until we HAVE Great Library - 21 turns in Wunderstatt). Lots of cultural building ordered instead, I want to be able to research independently - and we WILL encounter very unfavorable culture rates during later conquests because of the distance to capital - so we need at least to have higher overall culture!

Move troops for attack, declare war.

(2) Roman attack-Spearman kills Archer. He is covered by a Warrior marching along :confused: The lack of iron seems to make Caesar...... ah, uncoordinated????
Roman archer alos promotes a swordman.
3 elites kill three defenders and raze Veii(?) - no iron for Rome. settler moves in for re-build.

(3) Caesar offers a weird deal: I disband a spearman and a warrior unit of his and he gifts me two workers.... who am I to say no?
Bodo founded.

(4) two stacks of roman troops have arrived next to Stockholm - as our troops can attack without being exposed afterwards I slaughter 9 Spearmen with 1 Archer lost. one of the Swordsmen involved now bears the name: Killers Elite Swords1man. 7 more Roman troops (archers and Warriors) cost us two mor archers.

(5) Bodo prooves to be a strange town. Size one, and only one building - but that is the Great Library. :D Killer Elite proove they ARE elite - and defend against an archer w/o HP loss. A valiant Roman Spearman tries to sneak past our troops to reach Bodo. He easily kills an Archer trying to stop him - but our Backup Elite Spearmen under their great leader Gothmog dispatch him. Hero that Gothmog now is he is ordered to train an elite group of officers to lead a combat force capable of dealing even with the strongest defenders: an army!

(6) rumors of a bloody battle near our village ROME reach the capital. Obvioulsy, the Roman posess a secret weapon that makes them fight better when almost dead (3 attackers got the enemy to 1 HP each, then died).

(7) kill more Romans.

(8) again. Persian worker (alone) heading for iron (colony???) block iron with spearman.

(9) yes, Persian worker builds road to iron :lol: too late, buddy! A Roman Archer tries to mop up a few of our Swordsmen. One of them is elite now. Troops approach Cumae, but will hold off - I want to leader-milk the Romans and get one victory out of the Army.

our other enemies are all filthy rich (around 80 to 90 Gold) but have nothing to offer. Well. I ask a Persian Galley out.

(10) 1 defender of Cumae dies - no leader :( Another one defends himself a bit better and the guy leading our Archers prooves exceptional talent in leadership :D

(11) A roman envoy brings a letter from Caesar. Now we have a nice new piece of tapestry for our brand new Forbidden Palace and King Killer has a new mug :lol:

(12) Rome has one Archer left defending, he gets killed by our army. Rome is no more :D

(13) start moving on Persia

(14) Poly found. Monarchy in 19 turns at +7 :eek: good thing I built libraries everywhere!

(15) and move.....

(16) and more moves....

(17) and more.... jeez, Xman must be afraid....

(18) ...

(19) Great Lighthouse rushed in Fahrbootstadt. Good thing we have Great Library.

(20) first chance to cancel peace with X-man next turn. Remember to build harnbors, THEn Galleys! We can't afford to loose two berserks because the Galley was regular, not veteran.....


http://www.civfanatics.net/uploads3/berserk-210bc.zip
 
Killer, you are the renegotiation king. I have never seen such a thing. Looks like Rome used their GA building troops, good thing they didn't have iron. :D

Way to go on a quick turnaround. That is how a SG should be!
 
Wow, we got alot of GLs! :eek: Unless I am misreading, I see we rushed the Great Library, FP, Great Lighthouse...thats alot for 20 turns! :D Anyway, can someone post a map? It can be hard to follow reports, so I'd like to see our latest territory. Do we know where the Celts are? :)

CG
 
Great set of turns. Didn't even think to try to renegotiate peace with the Celts. A nostalgic trick I used to pull at lower levels, but had pretty much abandoned as I moved up.

We've got the Zany part down. War with Rome. Next player - immediate peace with Rome/war with Persia. Next player - immediate peace with Persia/war with Rome. And now, X-Man's days are numbered with the next player set up to clear our island of the remaining undesirable riff raff. And all with slow moving troops being constantly shifted from one zany objective to the next.

Great Library, Great Lighthouse, Forbidden Palace, and our first army - all in twenty turns. Where can I download the patch to your random number generator? Mine's obviously broken. Doesn't seem to come with the "Generate Great Leader" algorithm.
 
Originally posted by JollyRoger

Great Library, Great Lighthouse, Forbidden Palace, and our first army - all in twenty turns. Where can I download the patch to your random number generator? Mine's obviously broken. Doesn't seem to come with the "Generate Great Leader" algorithm.

You stand corrected: We didn't rush the FP. ;) :lol: Anyway, I agree, we've had amazing luck, even for a Militaristic civ. Three relatively short wars gave us this much is pretty amazing. I seemed to have set up the war, then missed all of them! ;)

@ meldor: :lol: The server is oddly slow...

CG
 
Originally posted by Gothmog
Killer, you are the renegotiation king. I have never seen such a thing.

:lol: my parents are studied lawyers and work for the secretary of finance of our state :lol: hard training from the crib on :lol:
 
Originally posted by cgannon64

I seemed to have set up the war, then missed all of them! ;)
CG

I like it, I love it, I want some more of it......

well I played one SP with the Vikings and I knew it would be good.... btw, it is not so surprising to get several GLs from quite a few elite victories! Since I intstalled PTW the intervals are a lot more regular than with Civ3!
 
My bloodlust is rising. We must build boats an export the war to foreign nations. :mwaha: :evil: :mwaha:
:die:

If I remember correctly the FP gives +1 movement to ships in this mod, I assume that is cumulative with the GLight. Thus we have movement 6 Galleys that can move over the Sea?

Remember that the GLight is an Expansionist wonder so if we build a Militaristic one (the GW or AoW) that will set off our GA. Although neither of these are too useful to us, it could be good to build one and get our GA before Zerkers, that way we could use our production bonus to build our initial Zerker force and gain cash for upgrades. This would gain us some extra time where Zerkers are the dominant military unit. If we time it right it could be Zerkers against spears and pikes!! :hammer:

I am a happy - :viking:
 
Originally posted by Gothmog

If I remember correctly the FP gives +1 movement to ships in this mod, I assume that is cumulative with the GLight. Thus we have movement 6 Galleys that can move over the Sea?

Speaking of that, Killer, could you post the complete modded rules? I've noticed a few here and there, but unless you've already posted it, could you show us all the rule changes? Anyway, who is up? Meldor?

CG
 
I am up, but didn't receive the file from Killer last night. Hopefully it will be waiting for me when I get home from work.
 
cgannon: what mods?

AI has less offensive units at the start, AI-AI trade is 110, tech min is 8, max is 60, techs are more expensive until modern times (I don't think we will reach them)..... that's what I posted already IIRC.....

FP gives +1 ship move (to lessen the impact of Lighthouse.

that's all IIRC.
 
210 BC (Pre-turn)
Renigotiate peace with th celts for their WM and 1g All they had. We now see the next island over. Chinese give WM and 98g. the Greeks give WM and 33g. I then build embassies with them for 153g. Celts are building swords (Galliec) have 1 lux, 1 entertianer and have 5 of 8 commerce going to Science. The greek city is pop 4, building a Granary, have 1 lux and is putting 4 of 7 to Science. The Chinese are building swords, have only 1 lux with 3 entertainers and are putting 9 of 17 to Science. The map tells us the Persians have two cities on a small island to our south. Unfortunately, while negotitation where being conducted with the Persianthey could not camoe to terms. They would have given us all of their gold and their WM but they would give us the citeis on the island. I the first action of the war, our Elite Sword takes out an archer and we get Erix Bloodaxe. It looks like we have nothing to build with him. I adjust science to get Monarchy in 7 at a lose. This will lwt me use the leader. Normally I would not go for the Hanging Gardens, but it will make 1 citizens hapy in any city, even across water. For this its worth it.
(I) Two Persian archers attack a sword defending our archers both both lose.

190 BC (1)
We take Bactra get 4 more workers. Kill two stra archers get one elite promotion.
(I) Two archers appear.

170 BC (2)
Kill one archer. We take Pasagadae. Kill the other archer. I am going to move the city of Susa-Elen. It need to be on top of that hill.
(I) Archer kills a sword.

150 BC (2)
Movement and consolidation. Kill a stray archer.
(I) Archer appears.

130 Bc (3)
Take Tarsas.
(I) Heroic Epic completes.

110 BC (4)
Take Sidon. Persia still won't give up the rest of its cities.
(I) Nada.

90 BC (5)
Nada.
(I) Greeks attack the Celts.

70 BC (6)
Rush Hanging Gardens, Start the trip into Monarchy. We draw 4 turns, not bad. Buy lots of entertainers until we get there. We can now trade with the Greeks and Celts, but we will wait to see who is winning. Don't want to make a deal and have their only harbor go away.
(I) We get the Hanging Gardens.

50 BC (7)
Movement and waiting for Monarchy
(I) Nada.

30 BC (8)
Re-assign some entertainers as HG happiness is felt.

10 BC (9)
Begin the siege on Tyre. One archer wins, the other loses.

10 AD (10)
Tyre is captured. Peace with Persia for 76g, Sardis, Samaria, and their WM. Redo all the towns as we are now a Monarchy.

30-170 AD (11-18)
Shear Boredom. Sell Persia silks for 3gpt and 23g, just to keep him as poor as possible.

190 AD (19)
Suicide Galley off of the western end of our landmass show a borfer. Hopefully the oceanic golds will be good to us.
(I) It Sinks.

210 AD (20)
A second galley is ready to try and brave the ocean. A galley to the North spots another island. Need to send settler(s).


"zerkers 210 Ad Saved Game
 
meldor: sorry, club me over the head with a Berserks Axe - I simply missed the fact that i hadn't yet added Wildfires mail to the list - doh!
 
Back
Top Bottom