mr01 - Off to a bad start (on purpose!)

mr_2_you

pwnage
Joined
Dec 7, 2006
Messages
268
I'd like to start a SG with a very bad start. This will prompt the others players and me to focus on empire managing details in the early game.

When I say bad start, I mean that our beginning position will be less than optimal. I am also considering playing the first round of turns with NO MICROMANAGEMENT. This means that the AI will determine what squares are worked and whether or not to assign a specialist to keep the populace happy. After a player's first turnset, micromanagement is highly encouraged (required).

Finally, we are not friendly with France. No trading of any kind with them is allowed. As soon as we can, we're to wipe them off the map.


The Statistics:
Version: Civ III Conquests
Level: Monarch or Emperor (depends on who joins)
Civ: Random
Victory Condition: undecided, but all victory conditions will be left on.
Opponents: France, random
Barbarians: roaming
Land mass: continent
Water: 60%
Map size: standard
Age: 5 Billion
Climate: normal
Temperature: temperate
Max Players: 6


Roster- (either reply in this thread or PM me to join)

mr_2_you
knutis
OPEN
OPEN
OPEN
OPEN

Rules (stolen shamelessly from GMA02)

Rule #1 We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one.

Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )

Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.

Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php

Rule #5: Have fun. I hope everyone enjoys this one and learns lots.

Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.

Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending.

Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal

Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.

Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
 
:lol:

Is this a Training Day Game?


it's open to all levels. i haven't arranged for a 'trainer', but i'm sure the lurkers will chime in with helpful advice from time to time.
 
apparently this variant isn't very palatable. if players are interested in a variant on this theme, please either PM or post in this thread.
 
welcome knutis!

i've added you to the roster. think we should wait a bit or just start it up?
 
Unless you want the others' opinion on the statistics(looks good to me), I say we just start and hope that others will join while we play
 
alright! i'll come up with a save tonight.
 
well.... we got the germans and a semi-artic start, note that we're in the lower right hand corner.

Spoiler :


4000bc.JPG





think we should go for Iron working? monarchy? i'm leaning towards iron working, so we can find that resource asap.

i'm also considering moving our settler closer to the river. we're next to fresh water as it is, but with our semi-artic start an initial move north might be beneficial.
 
I'm for Iron working also. Then I'd go for Literature and our cheap libraries
I usually just found right away, but I see how it would be beneficial in the long run to move north. I say go north to the river
 
lurker's comment: You might want to move but to get to the river will take 2 turns. That's a lot of wasted time. Why not 1 SW to the hill. You will be coastal, have the fresh H2O and get the gold in your square. As your intention is a bad start, you will probably want to move your palace later or decide now that it won't be an option.
 
I say move two tiles straigt north and found. Second city somewhere nice further north and third we found on the grass SW of the worker's current position. I would not found on a hill down here since I don't think(/hope) these cities will be much threatened and we will need hills for long term production. I'm willing to risk the two turns. Let's see it as an add to the bad start :)

Hey Phaedo! Why don't you join? We need you!
 
4000bc turn1
move settler

turn 2
move settler

turn 3
found berlin=>warrior (we're coastal and have a tobacco now!)
start researching iron working

t4
get worker roading

t5
nada

t6
berlin warrior=>warrior

since we're in the SE of the world, i send our warriordood north.

t7
warriordood finds goody hut.... ignores it.

t8
berlin warrior=>settler CRAP. settler will only take 8 turns and berlin won't grow to 3 until 10 turns.....

wish i could micromanage this one but alas...the rules forbid it.

berlin builds archer instead.

t9
nada

t10
nada

t11
nada

t12
berlin archer=>settler
still no contact with other civs

t13
nada

t14
nada

t15
nada

t16
nada

t17
nada

t18
nada

t19
french warriordood appears! france has masonry alphabet & ceremonial burial. we have warrior code. but since

we're not trading with the french ever, it doesn't matter.
t20
berlin settler=>archer


we've got our first settler. i'll leave it to the next player to decide our 2nd city location.


we just started incurring unit support. once we settle city #2, that will go away.

Remember: no trading with the frenchies! no micromanaging, make sure the governor is turned on.

Spoiler :
2800bc.JPG


savie
 
Turn20,2800BC:
Move the settler and warrior out of Berlin eastwards.

Turn21,2750BC: Warrior NE disturbs some Khazak warriors(3) in the goody hut. He's on a hill so he got a good chance of surviving and becoming elite.

Between turns:
The Khazaks don’t attack, just fortifies. Hopefully they’ll bother the French and not us.

Turn22,2710BC:
We find a Bulgar camp SE containing two warriors. Our warrior NE walks away westwards.

Between turns:
Some of the Bulgars attacks and KILLS our warrior!

Turn23,2670BC:
Leipzig is founded and will have a warrior ready in 5. Thanks to Leipzig we are no longer loosing money. Berlin will have archers ready in 4. They will head down south towards the evil Bulgars.
Warrior NE spots furs! They’re far away and with our workers running around blind it’ll be a while before we can use them. Archer finds a lake in the dry plains.

Between turns:
English warriors come out of the east into sight of our archers by the lake. We greet them cautiously and discover that they have Al, Po, Wh and CB, but not IW which we’ll get in 12. They have their 10 starting gold, which suggests that they haven’t traded with others yet. They have only two cities(like us).

Turn24,2630BC:
Scouting

Turn25,2590BC:
Spot English wounded warriors to the NE. Has he dispersed a camp or are there still barbarian gold to loot?

Turn26,2550BC:
Move warrior N but see only trees. Darn English thief. The English also knows about the two furs now btw

Turn27,2510BC:
Archer in Berlin is finished and head SE. He spots the evil Bulgar warriors further SE across the lake. Starts another archer.

Turn28,2470BC:
Move archer back N as it is needed as MP 1 turn until warrior from Leipzig can take over.

Turn29,2430BC:
Spot what appears to be the northern part of the English borders east of our two towns. That means they won’t found by our furs in a while. They still have just two towns.

Turn30,2390BC:
More furs! While I would like to see some other lux too on our continent, this is nice.

Turn31,2350BC:
Warrior takes over as MP and archers heads S to punish Bulgars.

Between turns:
Bulgar warrior moves onto forest south of the lake.

Turn 32,2310BC:
More furs! This one just 4 tiles from Berlin! Archer moves to gold hill and will prob stand against an attack. Another archers comes out of Berlin and follows S. I will get settler in 6 but Berlin grows in 8, so I start spearman.

Between turns:
Bulgar attacks and dies .

Turn 33,2270BC:
Leipzig prod warrior MP. I get settler in 15 and Leipzig will grow in 10. I start worker that will be finished in 5. Next I’ll prod settler that will finish when town grows to 3.

Turn34,2230BC:
Move on archer within striking distance of Bulgar camp. Another archer moves to explore peninsula SW of Berlin.

Turn35,2190BC:
We have gotten Iron Working! I contact Liz. She got Mas, Wh, Al, CB, Po, 70g and 3 cities.
Alt.1: Po, Al and 62 g = IW
Alt.2: Al, CB and 62g = IW
Alt 3: Al, Wh and 1g = IW
Alt 4: Al, Mas and 10g = IW
I disperse Bulgar camp and
Alt 5: Al, CB and Po = IW +21g

I take Alt. 5. and hope to meet others soon. Liz has Mysticism also, but not writing. Hope she is researching HB. We will get writing in 30 at full speed. Liz will prob beat us there but we might get Literature first.
Liz is very rich so she might have contact with others other than the French. Joan btw is broke, and has Ma, Wh and 3 cities, but not IW.

Turn36,2150BC:
Berlin builds spearman and starts settler. Our people admire my fine work so much they’ve built nice walls around my palace cave. Some English must have helped them with the masonry.

Turn37,2110BC:
Scouting

Turn38,2070BC:
Worker done in Leipzig. Start settler. Archer spots a couple of cows SE of our towns, but the English will prob get them first. Our treasury is shrinking. It’ll probably shrink more when settler in Berlin is done in 4. Leipzig grows in 5 and that will help a bit.

Turn39,2030BC:
Archer on SW peninsula spots Goth camp containing 3 wariors. We need their gold to be able to have research on full.

Turn40,1990BC:
Moves archer towards Goth camp.


I just realised I forgot to turn on the governor in Leipzig, but I haven't mm'd it, so I guess it should be fine.

Save:
http://forums.civfanatics.com/uploads/115842/mr01_1990_BC.SAV
 
looks like you had a nice round of tech trading!

i'll download the save and try to post a set tomorrow.
 
preflight--

finally, i can micromanage! i start working the tiles near the rivers for the +1 bonus. it would have been nice

to have those tiles roaded/mined first.


no deals to be had, so i hit enter:

t1 1950bc
archerdood attacks barb encampment. we'll need the 25g soon since we're running -1gpt.

t2 1910bc
berlin settler=>curragh
english settlers settle embarrasingly close to our capitol.
our settler from berlin starts off towards his destination near the two cows.

IBT - liz boots us from her territory.

t3-
movement

t4 1830bc
movement
micromanage leipzig's 2nd population

t5 1790bc
nada

t6 1750bc
nada

t7 1725bc
berlin curragh=>archer
our little boat begins its trip. bon voyage (forgive the french)

t8 1700bc
found hamburg=>worker

IBT - our little boat survives a barb raid. go little boat!

t9 1675bc
nada

t10 1650bc
our little boat seems to have been built in a lake. crap! maybe take it back to port and disband it for the

shields.

our world:
Spoiler :
1650bc.JPG



couple things:

please don't automate workers. i discoverd one workerdood roaded his way to leipzig and then fortified hisself.

micromanage to cities to produce as much gold as possible. we have to catch up on research.

research: i think it would be a huge mistake to gamble on the great library. at this point, the last thing we need to do is gamble on a wonder.


if any lurkers in the peanut gallery would like to chime in, that'd be great!



the save:
http://forums.civfanatics.com/uploads/106064/mr01__1650_BC.SAV
 
Sorry about the workers. Hadn't looked at the rules in a while when I played and just thought that automation would be part of the bad start.
 
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