Liq-01 Flaming Barbies on the Grill.

S.ilver said:
I guess to make it interesting we should disallow scouting. But we'll have to have some way of discovering our enemy or the barb cities. It's kind of hard to direct the task force to destroy the enemy if you don't know where the enemy is.

Is map trading and religious scouting (assuming we land a religion) still allowed?

I think we also need two more exceptions to make this viable - workers can travel outside boundaries for the sole purpose of connecting our cities with roads, and units can travel directly from city to city for garrison purposes.

I don't think it will be that hard to find the barb cities... you have to be relatively close for them to be a big problem, in which case your cultural boundaries will show their boundaries. This could EASILY be one of the things which would cause a loosening of the rules if it turns out to be an issue, though... perhaps allow marching towards a suspected city site if we've seen lots of barbs from that direction particularly.

Map trading would be OK IMHO because it doesn't help against barbs. Religious scouting just for scouting I would say no, but it would be OK just to send missionaries into another civ's known lands to convert.

So I guess to summarize:

1. Units cannot be moved outside our cultural borders.
2. An exception is escorted settler pairs, who must settle relatively quickly.
3. Another exception is armies traveling towards KNOWN enemy cities with the intention of attacking those cities.
4. Another exception is workers laying roads between cities.
5. Another exception is units being sent directly between our cities.
6. Another exception is missionaries being sent to known rival lands to convert.
 
With all the barbs around, are we allowed to defend our workers with stationary military units while they are building the roads?

I don't think running between cities will be much of a problem. With creative, we'll have two border expansions per city in no time. Besides, how will we have founded cities that far apart if we can't explore for a settling site?
 
huh you think s.ilver and kuibla were seperated at birth???

Kublai.jpg


civ4qinshihuang9zl.jpg



ok so kuibla it is, can;t refuse the kin folk..

and nice happy face as always muf!:lol:

thinking this sg is safe from the pimp name generator... but NP!

let me goof with maps...

as for start first thing to build is a barracks imo and start heading towards the military techs.

them barbs come in fast.

Cheers!
-Liq
 
workers will be escorted period lol. there's no way they will live otherwise.

this is what a standard sized highlands map looks like with the default settings...
ridgeline
small lakes etc

the borders are hard keep in mind, no world wrap.

rocks.jpg


I hate to think what the huge one looks like :lol:


so initial game plan... get military going right away.. we want medic warriors before the barbs come not after so barracks first item built.

Need archers for sheer defense and need the iron and bronze just to get axes going.

From there we need to expand slowly over building military the entire way.

with barracks, warriors start one free promotion and combat one.... instant medics... we will need a medic for every city/worker/settler we have.

other ideas?

Cheers!
-Liq
 
hmm maybe standard is too big lol. lets get a small up...

this is a "small" highlands

rocks_small.jpg


who made these effing maps? oh sirian did huh. nm!


Cheers!
-Liq
 
I was playing around with Highland map settings... hmmm...
I used the inland seas option (instead of small lakes), went to world builder...
Whoa. Lots of strategic bottlenecks, whale resources and clams, oil etc.
Still mostly land, but .. take a look yourself.
*Used default settings (large map. <-understatement)
flamingmisc0mj.jpg


Just an idea. Do we want to build harbors/lighthouses etc, get whales and ocean resources and smaller navy? Lots of mountains, btw.
I wonder why it's called the highlands map?

Small map size, still highland/seas. (just to show resources)
flamingmisc25gf.jpg
 
ok small it is... small inland seas looks better. Think we got it all down I'll post the start.
setup_liq01.jpg


For some reason I either forgot to specify prince level or leader... so that ordeal took mass wasted time lol, this is the screen of the set up and I have no doubt I screwed it up somewhere.

start_liq01.jpg


is the setup. The try before had us next to another civ so dropped that game as well... no easy conquests for us!


Cheers!
-Liq
 
I'd say settle there, hill is good for defending from too bad it's not a plains.

saddly the right border is the border of the map so we get a break there.

Nice freaking food setup and crab not so easy to pillage.

This start meet everyone's approval?

I can see how BL hit raging barbs instead of NO barbs btw...:lol:

Cheers!
-Liq
 
This is going to be one sick game. I'll have to keep my eyes on it as things progress. Those highland maps look quite fun. I'll have to try one out when I get home from work.

Good luck!
 
Good luck guys. I will read it with great interest. Barbs are lots of fun. Have fun playing with them. Hee hee. Maybe I will make my own SG where you actually are playing them. :p I think there is a Barb mod somehere?
 
Two food resources + sheeps, we could use slavery for sure.
 
Corn, Crabs and Sheep! (Too bad Sheep doesn't start with a "C")
Nice place to plop our Capital. We should be good for food, the rest of our tiles can be an ecological nightmare. This is so cool. Too bad we can't play as Orc's, like I did with CivII: Test of Time.

The end of the world is to our right? I wonder how many of our citizens are going to sue us once we build courthouses, when their children accidentally fall off the edge? Any idea how far down the drop is? I wonder if the Crom (formally know as Apollo) mission will show our planet as a big rectangle in space, with the sun orbiting around us as it was supposed to?

Our capital can build a lighthouse though, and work the crabs. Now, I just wonder where that copper or iron is at...
I'm looking forward to building an aircraft carrier and battleships on some of these "Great Lakes"... heh heh.

This is a weird map, whoever makes these things up has a wacky sense of humor! He must be going, "Let's see how many bizzare things our players are willing to do to themselves." heh heh.

I think we'll see more units getting the Guerilla promotion with all these hills on this map
promotions0028.gif
Guerilla I +20% Hills Defense
promotions0029.gif
Guerilla II +30% Hills Defense, Double Movement in Hills
****************************​
Now let's squish some Barbarians!



Crom, I have never prayed to you before. I have no tongue for it. No one, not even you, will remember if we were good men or bad. Why we fought, or why we died. No. All that matters is that two stood against many, that's what's important. Battle pleases you Crom, so grant me one request. Grant me revenge! And if you do not listen, then to HELL with you!

-Quote from "Muffin the Barbarian"
 
Hi,

I am interested in trying this SG, let me know if there is still space on your roster.
 
That spot is primo, settle. Nice to know the bug where you sometimes appear right next to an enemy settler on big maps is still there. :sad:
 
That hill looks like a mountain pass, which will be perfect for a fortress to keep the south safe from the barbies. Are you allowing yourself to build forts inside your borders? I assume you are......

I think that coastline rolls round to the West as well, so you may have a nice niche to settle yourself in to early doors. The second city could bring you out into the open and suddenly you'll have barbs coming from every direction! :D
 
sorry mutax, filled to 7 before I even posted. you can fill in as the unmentionable alternate though if interested.

Ok will plop there and start turns... we really want a barracks faster than not but getting those crabs fished is WIN.

hill is grass not plains but hell the extra defence is win.

Cheers!
-Liq
 
preturn ok fish corn and sheep for the win and fresh water (see the little river?) as well as costal.. not much choice on where to settle.

[1]4000 BC
and it starts!!!!!!

liq-01presettle.jpg


I plop down where we start as it's the only option... it's a grasslands hill and has fresh water! as well as a costal start. Those crabs are THE prize
liq-01karo.jpg

start spot worrys me in that we may be isolated on an island... not the water in the south. If so that's good and bad, good in that we can build karakorum in relative peace, bad that we may need boats to do anything. We are in the SE corner of the map btw, note the tundra.

So starting tech I choose Fishing in 8 to get those fish going and a barracks in a mere 23 turns working the 2 food/1 hammer forest.

Keeping with the spirit of the SG I place the scout pinky into our borders and keep him there.

The suspence is killing me!

[2]3960 BC
zzz

[3]3920 BC
haha pinky cannot see anything.

[4]3880 BC
pinky just goes back to town to drink his woes away.. dreaming of the civs to sack.

[5]3840 BC
Borders expand!!!
liq-01expand1.jpg


hmm a sliver of land to the west with ice off the edge...
liq-01initialsouth.jpg

hmm gonna be a tight fit..

The goodie hut makes pinky drool.

The AI tries and works the corn spot... rather have the hammer.

[6]3800 BC
nada

[7]3760 BC
pinky reverts to sacrificing pokemon dolls.

[8]3720 BC
Pinky wishes desperately for a play mate.

[9]3680 BC
Fishing comes in and I stare at the techs... decide on archery in 10 better safe than sorry.

[10]3640 BC
ZZZ

[11]3600 BC
pinky is sick of fish.

[12]3560 BC
ZZZ

[13]3510 BC
Bud is founded.... ok so that means a spiritual civ.

[14]3480 BC
zzz

[15]3440 BC
zzz

[16]3400 BC

growth in 2!

[17]3360 BC
hmm

[18]3320 BC
Size 2! work another 2 food one hammer forest.

[19]3280 BC
Archery comes in and go mining in 10... no worker anytime soon so agril and animal can wait. Slavery is good as well and need mining for bronze working.

[20]3240 BC
Barracks in 2 turns.

make sure we get a medic warrior or 5. Archers will own for defense as well since we on a hill.

we need to locate horses and metal as soon as possible, in the mean time archers will hold us over a while.


liq-01initialcenter.jpg

We are fortunate that barbs will not be a major problem for our capitol so hooking up corn and cows might be wise. Escort before we spend on a worker though.

liq-01initialnorth.jpg

Pigs to the north via water another good defencible position.

painful but a barracks first really does help.

1. Liquidated (just screwed the SG up!)
2. Merzbow (up now)
3. S.ilver
4. Scowler
5. Sir Toma (sharpening his toothpick)
6. Luv Muf
7. Zavior


Merz up!!!

Cheers!
-Liq
 
The start is excellent, and will be easier to defend. But it kind of puts us at a descion point already.

- Fishing is definately a smart move, we'll be able to take full advantage of the crabs and ocean tiles that way, with little actual unit effort.
- We'll need to clear out those forests, at least some of them, quickly. Clearing is two techs away from us. It also takes us in the direction of the metals, which we'll need for any serious fight.
- The food resources are great, they are right on the path to the Keshik, which gets the big nod on this map. We'll need nothing but horses for them. Hopefully there are some nearby, since we can't go looking too far.

We have to decide which way we want to research. We want our capital running at maximum efficiency, but we need to be able to defend it as well.

I wholeheartedly agree with Muf about the gureilla promotions. They will absolutely rock on this map. Woodsman would be useful too, but would probably become obsolete as we clear the area.
 
Wow, I post too slow.

Liq, this isn't really going to be too rambo. The barbarians can only come from one direction really, that little sliver of land to the southwest. Since we're so far south, there can't be much more space for them to spawn down there.

We're not allowed to grab a goody hut if it's out of our territory? Man that sucks.
 
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