ku1 - Ancient Romans

Sure Overseer. Let's hope SG feast mode doesn't happen oh too much. The rules will be ones in post post 19.

Roster:
- Kurtson
- Sasquatch
- Mumpulus
- TheRat
- Overseer
- (6th spot for designated lürker)

I'll roll start within the hour.
 
Roster:
- Kurtson
- Sasquatch
- Mumpulus
- TheRat
- Overseer
- Tasslehoff
- (lürker)

Since the first one was a good one...

Spoiler start! :
ku1.PNG

Save


I think the moving E is the best move for the settler, the mounts would provide some production boosts to the Lighthouse. Researching writing and we can do philo slingshot to maps after researching/trading/stealing pottery. Then we would pray [:worship:] for iron nearby.
 
You mean straight north to the plains, right? Since we can't settle on a mountain. Looks like desert to the SW, which could hurt our core a bit. The downside of Gems on a mountain is the time it will take to hook in. I think our first builds might be warrior>warrior>worker>granary.
On second thought, East to the Hill would keep us on the river.
 
Yeah, i edited that post. what i meant to say was go to the hill to the east. idk if the river is important. but it seems like more flood plains to the south and east.

I dont really agree with the granery. we are not really supposed to expand like mad, i might want to do: warrior => worker => warrior => settler => barracks

Post what you have to say within the next 24 hours. consider a got it. I'll post the first 20 turns tomorrow after school.
 
I'm not sure about granaries, but we want to expand like mad early on, regardless of the variant. More cities=more production=more legions to crush our enemies with.

Remember, we're not playing AW, so early rax aren't as important. Once we get a few cities, we can start war preparations.
 
Kurtson said:
Another a another point: no pults or artillery, just piles on piles of legions!

No pults? Is that an additional restriction you want to impose, or did you mean "trebs and cannons" instead of "pults"? I think having no pults may be pushing it a bit.

I also feel we should expand like mad at the start, and explore like mad too. I'd declare soonish on civs that are far away from us, to get them into war mode sooner, and declare on a nearby civ as soon as we're ready to strike.
 
There is plenty of historical evidence that the Romans used catapults to help win their empire, so I think they should be allowed. Since we will shut science down before the Medieval Age, there won't be any trebuchets to worry about upgrading and the same goes for the MDI issue. A normal REX phase is the only way we can possibly win this, so we'd better be willing to build the infrastructure to support a strong empire. Build the granary, we're gonna need lots of settlers.
 
I was wondering the same about cats. Are we not to throw rocks at thier guns bfore we run in with sharp objects? As for the start,we're gonna be hurting for shields bigtme. We get 1 from Mountains, none from FP and one from those plains. Looks like more desert follows around that hill tile's SE border. Building a granary might be out of the question due to the lack of shields. Pump out a couple warriors to find better land for our empire then a worker and setters/warriors. If there is only desert to the south then blasting out 60 shields for a granary is gonna take many turns.
Moving one tile N my be a better option. The forests will be in reach with the culture expansion and we'll still be on the coast. We'll just lose the free aqueduct.
 
I'm thinking it is a tough starting spot all around. Give me 4 BG's with no lux or cows and I'd be happier.
 
I'm thinking it is a tough starting spot all around. Give me 4 BG's with no lux or cows and I'd be happier.

I was thinking the same thing. Mountains really aren't that useful for shields early on. They take forever to improve and don't give any food.

Also, restricting on cats seems harsh.
 
Ok, scratch the no pults rule. We can have pults.

Playing now... moving north.
 
4000 BC (1)- Move settler north, reveals more plains and another source of gems. Worker roads on starting FP.

3950 BC (2)- Settler founds Rome. Starts on warrior. Start on min towards writing.

3850 BC (4)- Worker finishes road, starts farm.

3650 BC (8)- Worker finishes farm, moves towards gems.

3600 BC (9)- Worker starts roading gems. Reveals a source of game WNW of Rome.

3500 BC (10)- Rome finishes warrior starts on another.

3450 BC (11)- Rome expands.

3400 BC (12)- Warrior finds large desert SW of Rome...

3350 BC (13)- Conscript Portuguese warrior pops out of the fog NW of Rome.
:traderoute: Sell warrior code to them for pottery + 45 $
Our warrior spots a flood plain + oasis wheat + hills/mounts SSE of Rome.

3300 BC (14)- the Portuguese warrior moves into our territory.
Rome: warrior => settler (10, growth in 6)
Ask Portuguese to leave.

3250 BC (15)- the Portuguese warrior seems to be just cutting through... Portuguese get Bronze Working

3200 BC (16)- Rome get diseased... :(
Portuguese get Ceremonial Burial...
Warrior discovers mounts and a grassland area near FP wheat

3150 BC (17)- Worker finishes road to gems, Rome gets happy, he goes to another flood plain.
Warrior discovers gold (resources)

3100 BC (18)- Worker starts roading FP

3050 BC (19)- Second warrior discovers west coast + two sugars near game.

Summery:
Portuguese seem to be bottlenecked north of us, due to the fact that the coast are very close, unless there is an isthmus somewhere. There is a large desert taking up the land W to S of Rome. But there are some good city sites SE of Rome and W. The next player should place the settler in the sugar + game region, cutting off Portugal. Then the next one should be SE of Rome. Keep researching writing minimally, then full throttle to Map Making. DO NOT GO FOR PHILOSOPHY!!!! THIS WILL BE THE TECH WE WILL NOT RESEARCH FOR THE ANCIENT AGES!!!! One of the new cities should build a granary to make up the fact Rome should be building the Lighthouse. After Maps, if Portugal got writing, you can sell philosophy to get bronze working and then research iron. Then the rest should fall into place.

Save

ku1_1.PNG

South chunk.

ku1_2.PNG

West chunk.

Roster:
- Kurtson=== Just played
- Sasquatch= UP!
- Mumpulus== On deck!
- TheRat
- Overseer
- Tasslehoff
- (lürker)

Rules (sort of):
- We need the lighthouse
- We can't get the great library
- We have to leave one AA tech unresearched (philosophy?)
- No wonders other than lighthouse
- Small wonders allowed (Pentagon, Heroic Epic, etc.)
- We can only raze foreign cities.
- Once we declare war, no peace signing!
 
Why not philosophy? If we research all the AA techs and stop all science, we will not have any MA techs. Even the age change would be in name only. The only way to avoid that would be not research Construction or Currency, and we're going to need those. Actually there is 1 tech we will not need, and that is HBR. Not researching HBR will prevent the age change, so let's not rule out philo, rule out HBR.
 
Well, it doesn't say we can't use horses, but I think that HBR is also a good tech to omit.
Well, I kinda want to stay in the AA, like in lk100.
 
Got it, gonna play some now, will finish tomorrow late afternoon. It doesn't look like we'll be able to build any wonders in Rome, there's just no shield output. I don't see shield output anywhere as of yet :eek: . This will be interesting.
 
Preturn:
Gonna have to play with the worked tiles to get a Settler out matching growth. We definitely need a more productive town.
Portugal up BW and CB. Will give CB for all our gold and 3gpt (we make 4gpt), won’t give BW. I trade nothing.

Enter

IBT nothing

2950 BC
Worker Irrigates other FP
Switch Settler to Granary, due in 15.
SE Warrior Climbs mountain and reveals more FP with Wheat, a cow pasture, and a BG. We need this land.

2900 BC
Warrior Movement

2850 BC
Warrior Movement

2800 BC
Warrior Movement, Number Two shows enough of the Northern map suggesting that there is no civilization up there.

2750 BC
Switch Rome back to Settler. Growth in 3, Settler in 3.
This continent looks puny.
Warrior Movement.

2710 BC
Warrior Movement
Worker crosses the river to road other FP.

2670 BC
Warrior Movement

2630 BC
Rome Settler->Granary
Start bringing Number Two South; the North is just frost, mountains and coast.
Move Settler toward new home. Decide to go SE, it’s where there is grassland.

2590 BC
Portugal learns Wheel
Warriors move




2550 BC
Settler moves into place
Worker starts Irrigation
Warriors move again.

Portugal will give CB for 167g and BW for all our gpt and just about all our gold. He won’t trade Wheel.

The Picture
2650_BC.JPG


The Save
http://forums.civfanatics.com/uploads/136613/ku1_2550_bc.SAV

I'm zoomed out btw, press Z to zoom back in :crazyeye:
 
my goodness, the land looks ugly :eek:
 
Whatever seed it hs should be burned, agreed this looks like tough territory. Uphill battle with just desert, tundra, and mountains to settle around.
 
Back
Top Bottom