ku1 - Ancient Romans

As I see it, the "(sort of)" mentioned in the Rules heading says it all: they're not set in concrete. The GLight requirement was really just to have a better chance at getting to the other continent(s) without loosing too many boats. It's only the staying in the AA part that's mandatory.

I do fear we are moving too slowly to have a good chance at winning this. I can't open the save right now, so this is from reading the reports and looking at the pictures, but some things I can see:
- We are behind in city count on monarch. We did have a somewhat sub-par start, but we also did some things wrong ourself: roading the gems too early, I now see our worker at Antium is doing something while the wheat isn't irrigated, ...
- We are still very low on troops
- We have stopped producing settlers, Veii built a barracks? (I wouldn't have done that but didn't catch it in Overseer's report either)
- Our dingy is in a strange spot
- Cumae is out of place, why? It'll be harder to manage the town on spot 4 now.

I think the land form is in our favor, but we have to really get going now. Let's get some more discussion going on exactly what to do next, and formulate some plan.

Unless Rome can grow fast and has something to prebuild, I'd forget about the GLight now. Let's go for Portugal while we keep on expanding.
 
If I'm missing something obvious here please let me know... How are we going to conquer the world without being able to traverse ocean squares? this seems like an obvious obstacle that nobody has thought of (self included) or just hasn't mentioned. As for the GLighthouse, I don't see us with a chance at building it. We can hope that Portugal or Carthage bulid it so we can conquer it. Which makes me think to leave them alone for now as far as war goes. I would rather expand (bulid cities) then go to war. That Portuguese city in the desert poses no threat, they're building on one shield. We can settle on that hill to it's NW still and get those two sugars np.
My input
1. Expand, fill the land out to the chokepoint. At this point Portugal will probably start war with us and we'll get War Happiness. Then we can crush them and Carthage.
2. Hold off on the war. We are not going to win the GLighthouse race. If we go to war with Portugal and they get Maps they won't start building it so we can take it from them. They will be buliding spearmen instead.
3. Is there a woker roading a desert square West of Antium :trouble:
4. I kinda like that we have a crappy start position and are trailing.... at this point... Lets turn it around :)
 
Who is up? Who wants to be up? Let's keep this going, the GLight is not a gamebreaker. Let's just get some Legions built and go kick some butt!
 
Preturn:
Some MMing to do, Rome still grows in 1 getting Lego a turn sooner. Turn Science down to 50, going to slide this around to get Math still in 3 with no waste.
4 towns, 3 R-Warriors (One exploring), a Curragh, and 3 workers. Going to take a bit to get us set up for war.
Carthage up Maps
Portugal up HBR

Hit Enter

IBT Carthage start Glighthouse

1225 BC
Carthage knows Mysticism
Science to 80, Math in 2
Number One explores
Curragh Explores

IBT Nada

1200 BC
Antium Rax->Lego (due in 15! Ouch)
Science to 70, Math in 1 with no waste
Number one finds more purple borders… Iroq?

IBT Barbarian shows his face to our NE.

1175 BC
Maths is in, set to Philo in 9 at 90% at –3gpt
MM Rome for more gold, Lego due in 1
We meet Iroquois South of Carthage. They have 6 cities and Ivory.
We are up Maths on everyone
Down Maps to Iroq
Down HBR to Portugal
Down Maps and Mysticism to Carthage
Very tempted to trade Maths around to catch up but it’d be nice if Iroquois doesn’t get KT. We can catch up with Philo.

IBT

1150 BC
Rome Lego->Lego in 8
2 Workers start mines, we need shields badly
Build Embassy with Portugal for… I think it was 35g. Colossus due in 1 in Lisbon.
Picture of Lisbon
Spoiler :
Portugal_Embassy.JPG


IBT Portugal finishes Colossus and starts GLighthouse

1125 BC
Cumae Rax-> Lego in 10
Worker finishes mine, starts road…
Portugal learned Maps obviously

IBT Nada

1100 BC
Also Nada

IBT Nada

1075 BC
Lego takes Barbarian out, no promotion
Number One climbs a mountain in Iroquois to get a better view
Worker finishes road ad goes to irrigate wheat

IBT Iroquois asks us to leave, I agree (such a liar)

1050 BC
Turn Lux up to 20% to prevent Veii from rioting
Philo still due in 3
Number One delves a little deeper into Iroquois territory

IBT Barb pops in Near Rome

1025 BC
Carthage now knows Math so I trade it around
Trade Math to Portugal for all of his 300g
Trade Math and 72g to Iroquois for Maps, he goes from Cautious to Polite… until he kicks our warrior out again.

IBT Nada

1000 BC
Worker mine -> road FP
Worker mine -> mine
Our Curragh sinks a Barb Galley, no promo
Number One delves deeper still into Iroquois
MM Rome for gold, Lego still due in 1
Turn Science down to 50%, Philo due in 1 turn

Two Legos due next turn in Rome and Veii

Pic of Iroquois land
Spoiler :

Iroquois_Territory.JPG




The Save
http://forums.civfanatics.com/uploads/136613/ku1_1000_bc.SAV

Now for a question... How does one get the link to read something besides the link? Thanks for your patience :D
 
0) 1000BC
Nothing I can do.

IT
Iroquois boot us. Philo is in, I choose Construction because that's the most expensive and we get it free. There's no real need for us to research much more, is there? Monarchy is the most important now, so I go for that.

Rome: Legionary > Legionary
Veii: Legionary > Settler

1) 975BC
Philo gets us Myst and all 52g from Carthage. On to Poly.

2) 950BC
Nothing.

IT
Antium: Legionary > Worker

3) 925BC
I buy a worker from Carthage for 103g.

IT
Cumae: Legionary > Settler

The Iroquois start SoZ.

4) 900BC
Nothing.

IT
We loose our curragh :(

5) 875BC
Nothing.

IT
Get booted by the Iroquois again, this time to the other side of their territory.

Antium: Worker > Legionary

6) 850BC
Nothing.

IT
Rome: Legionary > Settler

7) 825BC
Nothing.

IT
Veii: Settler > Granary

8) 800BC
Nothing.

IT
Portuguese want to sell us CoL, I decline.

9) 775BC
Nothing.

IT
Nothing.

10) 750BC
Found Neapolis, start catapult.

MM Notes:
- Rome can stay on +1fpt for now, it will be at +4fpt once the settler is built and still grow in 3.
- I've been playing with the different configurations in Veii a lot. Right now I had it doing +8fpt +4fpt +8fpt (extra shields on growth).
- Antium can stay on +0fpt for an extra turn for extra shields, then irrigation will start to finish.

Picture:
ku1_750bc_overview.jpg


> Save <

Edit: forgot to mention that I did fight some barbs, so don't send out settlers unescorted.
 
Got it...are we going to star a fight with Portugal soon? And we raze all cities, correct?
 
save

Played 10 turns, traded construction to Iro's for CoL and 300 gold, got polytheism
founded Pompeii and Pisae, whacked a barb camp in the northern tundra
Lisbon finished the Great Lighthouse


Rome will finish another settler next turn. Monarch is due in 11 turns. I suggest to wait for monarchy, revolt and then start our GA when we start to whack the enemies

note, there is a Portuguese galley that might drop a settler in the tundra

ku550.jpg
 
Will play probably tomorrow night, as I'm up in Rat 27 also. I plan to play that first, as I was up in it first. When should we begin the war? This things getting awful far along to hope to win with legions, we have to begin the wars soon, or we'll be facing pikes and MDIs.
 
I think we should start the war after we revolted and are monarchs. It would be a waste to be in anarchy during our GA.
 
True, nothing sucks like a despo GA. We are running out of room to settle, so as soon as we are monarchs, go get 'em.
 
Sorry, everybody, but I think I'm gonna drop out of this one. I've got quite a few other SGs right now, a forum game to run, and several more to play. I'll keep watching as a lurker, but I won't play.
 
I finished my turns, was the pre-war doldrums. Here is the turn-log:
Spoiler :

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

Civilian units:
Settlers 0
Workers 5

Military units:
Warriors 3
Legionaries 8

Press enter=>

IBT: Rome Settler=>Settler.
Veii Legionary=> Legionary.
Our people offer to improve the cave, I add a nice lawn and walkways.

530 BC: Keep dancing with Portuguese settler pair. Where to put our new settler?

IBT: :sleep:

510 BC: :sleep:

IBT: :sleep:

490 BC: Sending settler north to the sugar and oasis.

IBT: Hiawatha warns about our south scout.
Cumae Legionary=> Legionary.

470 BC: begin hooking the Iron up.

IBT: Hiawatha boots our south scout.
Antium Legionary=> Legionary.

450 BC: :sleep:

IBT: Veii Legionary=>Legionary.
Pompeii Barracks=> Galley.

430 BC: Spot an Iroquois settler pair right where I want to settle :wallbash:

IBT: Akwesasne settled on that spot, grrr. I want to kill &#8216;em all!

410 BC: :sleep:

IBT: :sleep:

390 BC: Another Portuguese settler pair shows up. Rome needs a granary. Veii should be our settler factory, though.

IBT: Hiawatha warns about our south scout.
Rome Settler=Granary.

370 BC: :sleep:

IBT: Neapolis Catapult=>Catapult.

350 BC: What an exciting turn-set. Monarchy in 2, next player gets to have anarchy, so that&#8217;ll be even more fun. Done.

Civilian units:
Settlers 2
Workers 5 Slaves 1

Military units:
Warriors 3
Catapults 1
Legionaries 12


The save: http://forums.civfanatics.com/uploads/110452/Ku-1_Overseer__350_BC.SAV

No pictures, as no good changes occurred. We are 2 turns out from Monarchy, so we can soon revolt and then begin the war.
 
I can't open the save right now, but there are three things I'd change based on Overseer's log:
- don't start galleys just yet, let's build up troops until we start the war
- Rome doesn't need a granary, it should just peel off pop units when it grows to large; Veii should be our pop source
- we desperately need more cats
 
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