ku1 - Ancient Romans

agree, let's continue this
 
Very few turns were played so far; I felt tempted but didn't play more than 10 very quick and uneventful turns.

I switched Rome to a curragh which finished on my last IT. Founded Veii where the settler was, and started a new settler immediately.

Around 2270BC, the Portuguese founded Guimaraes.

IMO, our worker should chop next, probably to aid a granary, then continue to Veii. Settling plan is aimed at pulling in food. We'll need another worker soon, then some military. I don't see any other solution than building TGL in Rome, but it shouldn't be a problem to get it.

ku1_2150bc.jpg


> Save <
 
Absoutely not reroll a start, let's see what we can do. I thought about a curragh after that settler but honestly I was lost as to what to build. I don't know that I've ever started with such crappy land.
 
It made have to the random terrain...
...cold, arid, 4 billion (iirc) from seedbeast
 
Roster:
- Kurtson
- Sasquatch
- Mumpulus
- TheRat === UP
- Overseer = On deck
- Tasslehoff
- (lürker)

Rules (sort of):
- We need the lighthouse
- We can't get the great library
- We have to leave one AA tech unresearched (horseback riding?)
- 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!
- 24 to get it / 48 to play.
 
got it

Thanks for positing the rules, makes it much clearer
 
Didn't keep a turnlog as nothing much happened.

I changed Veji to a worker as we need to get more shields there. Changed both cities to settlers after that. One settler is going for Mumpulus spot 1. As there are barb on the map, we should protect settlers, thus one warrior is going to meet settler. We should get some more warriors for protection and to deter Portuguese.

In other big news, the exploring eastern warrior ran into ivory and then met Carthage (their UU will be a pain). They are up 3 techs though which suggests that there are more enemies AI's around.
Writing is in next turn, we should go for MM then and starting a prebuild on time (using the granary)

The land we know so far, there is a barb in the north, hopefully Portuguese will go after it. By the way, please MM our capital as it makes 3 spt and only need 1spt for the last turn of getting the warrior.

ku1750.jpg



save
 
:bump:

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

Rules (sort of):
- We need the lighthouse
- We can't get the great library
- We have to leave one AA tech unresearched (horseback riding?)
- 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!
- 24 to get it / 48 to play.
 
I downloaded the save and will play tomorrow. I assume we are allowed to trade for IW? If it's available, I will trade Writing for it. If not, I assume that's our next research project?
 
Finished playing, it's looking better. Here is my turn-log:

Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. Assess military, position of units.

Civilian units:
Settlers 1
Workers 2

Military units:
Warriors 2
Curraghs 1

Press enter=>

IBT: Writing=>Bronze Working.

1725 BC: I purchase Bronze Working for 113 gold from Carthage. Trade Writing to Portugal for Iron Working even up. Good news, there are 3 sources of Iron relatively close, one on the mountain beside Veii. New research subject Masonry.

IBT: :sleep:

1700 BC: :sleep:

IBT: Barb warrior threatens settler. Rome, warrior=>worker.

1675 BC: Kill barb warrior clean. Antium settled on spot 1.

IBT: :sleep:

1650 BC: begin hooking the Iron up.

IBT: :sleep:

1625 BC: :sleep:

IBT: :sleep:

1600 BC: Meet the Iroquois, they are up Masonry, CB, and the Wheel. Our starting location is rough, but our future (conquered) territory looks sweet.

IBT: Rome, worker=>warrior.

1575 BC: :sleep:
IBT: :sleep:

1550 BC: Run into a Portuguese settler pair near shore of Inland Sea. Move tech slider to 10% to get 11gpt.

IBT: Masonry=>Mathematics. Lagos settled. More to raze.

1525 BC: :sleep:

IBT: Veii settler=>barracks.

1500 BC: Iron hooked up, we can now make our mighty legions! Done.

Civilian units:
Settlers 1
Workers 3

Military units:
Warriors 3
Curraghs 1


We need to get barracks built and start gearing up for war. We are losing our green areas to the Portuguese, and they must die! They were going to die anyway, but now they need to die even sooner.

Here is the save: http://forums.civfanatics.com/uploads/110452/Ku-1_Overseer__1500_BC.SAV
 
Yeah! Iron!!! Fire up them forges and pump out some legions! :D

EDIT: Why are we research math? Shouldn't we be researching Maps?
 
I thought we might want catapults first, but we aren't heavily invested yet. We will never have a chance getting GLight done in Rome as slow growing and shield poor as it is. Needs that granary I suggested some time back. No BGs really hurts a wonder build. We'll need to grow Rome alot to get a wonder there. I think a city somewhere in Portuguese territory with the FP would do the trick. After we burn theirs, of course.
 
We might want to get an embassy in Lisbon... Portugal has a tendency to get the Lighthouse pretty early, so we need to stop them from building ASAP. And we can also figure where to build the FP city in or around the Portugal territory and (if) we can get an MGL we can rush FP and go for the Lighthouse.
 
Ok, I'll play, if you want to fit in behind me, you can.

(didn't see edit until just now... :crazyeye:
 
Pre-turn: Change Rome and Antium to barracks
Trade wheel for 135 gold, horses in the green area near Antium + west of Rome
Sell iron working to carthage for ceremonial burial + 95 o dems
Henry has horseback riding, dont need it...

Turnlog is pretty scant... major events:

Dorkugal found city on our western coast.
Cumae is founded in the east
Number one crosses Carthage.
Carthage get maps <================= BIG

ku1_3.PNG


save

I think somebody played an odd number of turns... because that was short... :hmm:
 
Roster:
- Kurtson played
- Sasquatch up?
- Mumpulus
- TheRat
- Overseer
- Tasslehoff up?
- (lürker)

Rules (sort of):
- We need the lighthouse
- We can't get the great library
- We have to leave one AA tech unresearched (horseback riding?)
- 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!
- 24 to get it / 48 to play.
 
Maybe I got something wrong here, but with Mm being around and not starting the wonder, we are simply toast with the rules we have. Are we thinking to start in 10-20 turns and still getting the wonder?
 
Back
Top Bottom