MLDR003 - NOW in the big D

meldor

Deity
Joined
Feb 8, 2002
Messages
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Location
Tualatin, Or
Non-Oscillating War goes Deity

The variant goes as follows:

The first Civ we meet, we declare war on them and stay at war until they are wiped from the face of the earth. We must declare war on them by the end of the turn in which we meet them. (This does allow for trades but no gpt or lux payments).

We then take the Civ we contacted second and declare war on them and stay at war until they are defeated. Each Civ will be destroyed in the order that we meet them.

Before it becomes their "turn" we may freely trade with any other Civ. Please avoid any RoP, gpt, and other deals with the next victim if it gets close to their turn. The one exception would be a deal for an alliance against the current victim.

Standard rules apply, no exploits. However, dastardly is allowed as long as you respect our reputation for the most part. It is OK to declare war dishonorably, but not take peace and then attack before 20 (unless they do the declaring).

I try not to be as hard about play time, sometimes things get in the way. I won't make hard and fast deadlines, but would ask you to either play or post a skip as soon as you are able. This keeps the game moving and keeps everyone interested and happy.

Also, each turn (except the first player) will be around ten turns =/- a few. If you don't have to complete them all then its OK to stop early and pass it on. Sometimes the game just has some natural break pints beyond which you might commit the next player to a massive undertaking and you want to leave the choice up to them as they will shoulder the burden. Sometimes a war is just about over and you don't want to leave a the next player with a couple of boring "clean-up" turns or you have worked to get something done that you feel is important and you don't want it lost. Take a couple extra to do so. Try not to "hog" all the fun, but don't short change yourself either.

The parameters, standard size, continents, 70%, normal, temperate, 4 billion. Random opponents, random barbs, standard victory conditions, no culture link, no respawn. These are not set in stone, let me know if anyone wants changes.

The current roster stands as:
Meldor
Northern Pike
Belisar
Arizona_Steve
ChrTh
Coffee

These are the current players in NOW-E and all have expressed interest in taking things up a notch. The next step after this one will be the same style map but AWD. They say it can't be done. We will see. If anyone listed here doesn't want to play or needs to drop prior to the start post your intention. We will only add another if the roster drops to 4.

So far we have two choices expressed for our Civ.

China and Ottoman
Both of them are Industries giveng us Masonry to start with faster workers, more shields in large cities and city walls. Not bad for a game in which we are going to have to do a lot by ourselves.

The differences are:
China - Militaristic, cheaper military buildings, more promotions/leaders start with warrior code which give archers (early offense). They have the Rider (4.3.3) as their UU which replaces the Knight (4.3.2). This would enable an early Middle Age GA and it has that extra movement which is a big plus.

Ottoman - Scientific, cheaper Libs and Unis, cheaper research, starts with Bronze Working which gives Spearman from the gitgo. The UU is the Sapahi (8.3.3) replacement for Cav (6.3.3). This would allow the GA to be middle to late Middle Ages.

As for the UUs, I like the 8.3.3 Cav better than the 4.3.3 knight. The Cav have a lot more service life and 8 offense is great.

Thoughts, any other Civs for consideration.
 
I think the Ottomans are an excellent choice. As for the Chinese, I'm always sceptical about early-Mediaeval unique units at deity, because they become obsolete so quickly (as you imply, meldor). In the current game we found ourselves making a lot of knight-on-musket attacks, and that was at emperor, against civs which didn't get off to very good starts. Not a good omen for Riders in deity NOW.
 
Meldor, we had good luck with both the Ottomans and the Chinese in our MOW game and DefNationalist game. The Riders were key to our survival in Def Nat, giving us a GA when we absolutely had to have it. Further, the militaristic trait is absolutely yummy (and perhaps overpowering) in a war game.

The Sipahi is probably the most overpowering UU as there is. It comes in at a time when the best defense is half of its offensive value (muskets), and it has great movement. Further, it is still superior in ar/dr ranking for over half an age. Even afterwards, it is still effective against infantry due to its mobility.

You won't go wrong with either one, as long as you have horses :)

I'll have fun reading how you guys do. :hammer:
 
Not waiting for the paint to dry on the last NOW game we start off on Deity. Since I played long enough to tell if it has a semi-viable start I will go last in the first round. The rest of the player are put in random order. Here is a shot of the start:

MLDR003_4000BC.jpg


And the Starting Save

the turn order will be:
NorthernPike
CtrTh
Belisar
Coffee
Arizona_Steve
Meldor

Get us a good start NP!
 
When I founded Istanbul and popped the hut, the Bantus gave us a map, so here's a teaser:

MLDR03_3950BC.JPG
 
Just so that Arizona Steve doesn't burst with impatience ;), I'll mention that I may not get back to the game for a few hours.
 
Sorry Steve, I felt bad since you didn't get the go but once on the last one, but it was the luck of the draw. I am sure there will be plenty to do.
 
4000 BC (1): I move our worker east onto the hill to get a better look around, and he spots a floodplain.

I consider plans to delay popping the hut until we could possibly get a settler from it (ca. 3750 BC), but we could only do this by founding our capital on a clearly inferior site.

I move our settler southeast to a promising site: four BG, grassland wheat, a floodplain, the potential for +5 food in despotism.


3950 BC (2): We found Istanbul, popping the hut, and the Bantus give us their map.

Istanbul begins warrior.

We start 100% research on Pottery.


3800 BC (5): Our worker completes his first mine, on a BG tile.


3750 BC (6): Istanbul warrior --> warrior.


3700 BC (7): I begin scouting cautiously with our warrior, sending him around the perimeter of the territory we know in a rough circle, not in a straight line in one direction.


3550 BC (10): Istanbul warrior --> warrior.


3400 BC (13): Istanbul warrior --> warrior.


3300 BC (15): Istanbul warrior --> settler.


3150 BC (18): We discover Pottery and begin researching Warrior Code.


3100 BC (19): A Babylonian warrior comes into view six squares SSW of Istanbul. The Babylonians have three cities and ten gold. They know Bronze Working, Ceremonial Burial, and Warrior Code, and they're unimpressed with our culture. It looks as though we're their first contact. We're able to trade Masonry and Pottery for Warrior Code, Ceremonial Burial, and one gold; then we declare war.


3050 BC (20): We pop a goodie hut, which turns out to be a deserted Nubian village.

Our first settler will complete in two turns, but we could change the build to a barracks if we're worried about the war.

We've just begun our current tech run, so my choice of the Wheel needn't constrain us if something else is generally preferred. I have the research rate at 80% right now, but in an ordinary deity game I'd go to minimum research at this point, and this might be the better course.
 
Ready for some :cry: on deity!

Ottos are always fun to play, the UU could make all the difference against rifles and even useful (with more casualties) against inf.

Contact in 3100? Will be a non-trivial thing, but we asked for it :rolleyes:
 
Maybe best to gamble and try to sneek in a vet spear before they arrive. A second defenseless city won't help.
No farmer gambits here :(
 
Hey guys,

Just got back, but I don't think I'll be able to play until Wednesday night, so if Belisar wants to flip with me he can.

BTW, great job on MLDR2! I like to think my earlier Bab Army destruction had something to do with them rolling over later :)
 
@Meldor: Is it OK if ChrTh and myself swap for this round?
 
Assuming the Babylonians really are to our south and southeast, should we found our first city on the hill three tiles south of Istanbul, strictly on tactical grounds? A walled city here could slaughter a lot of bowmen, while also giving Istanbul some cover.
 
Originally posted by Northern Pike
Assuming the Babylonians really are to our south and southeast, should we found our first city on the hill three tiles south of Istanbul, strictly on tactical grounds? A walled city here could slaughter a lot of bowmen, while also giving Istanbul some cover.

I concur. I think it'd be a good spot, and have the potential to be a secondary worker/settler factory later in the game.
 
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