Non-Midas With A Vengeance - The Conquests Rematch

This sounds interesting. I will sign up if you still have an empty slot.
 
Signed up:

Nad
Aggie
Stuck_As_a_Mac
Elvis1985
Greebley
Betazed

Only 1 more slot available.


Byzantines are looking good. Anyone with any real objection to this?

Also, what patch version should we use? 1.15beta or one of the earlier ones such as 1.12beta?
 
Meli, my man!!! So glad you're back in business (Civ-wise ;) )! Not seen you around the forums lately so I wasn't sure if the Nad-Aggie-Meli triumvirate was going to continue SG-wise!


Anyway, we have a full house :).

Nad
Aggie
Stuck_As_a_Mac
Elvis1985
Greebley
Betazed
Melifluous


Barring any late objections, I will set the game as Byzantines on v1.15beta.


Will load a start when I get home from work, circa 3 hours.
 
Since our Rep is so important, I was thinking we don't want to make lux deals connected through a harbor until we have ocean travel.

One case occurred to me: What if the AI demands a Lux. If we subsequently get our route cut does that destroy your rep? If so does that mean it is a bad idea to connect up two luxes of the same type? Or am I being overly paranoid?

-------------------------

1.15b probably makes the most sense as it was has the version of corruption that is "supposed to be". I was trying it out and it seemed ok other than this weird problem where the view kept popping down to the bottom of the world. No idea what was causing it - I had played another SG at 1.15 without this problem. I haven't seen anyone else report this either. I did see the slowdown that Chieftess reported (see the bug forums).

The problems above were annoyances, but did not affect gameplay per se, and I have no idea if they would occur in the SG.
 
Originally posted by Greebley

One case occurred to me: What if the AI demands a Lux. If we subsequently get our route cut does that destroy your rep? If so does that mean it is a bad idea to connect up two luxes of the same type? Or am I being overly paranoid?


yes our rep does get hurt. And no you are not being paranoid. Has happened to me multiple times.
 
Conquests 1.15beta
Civ: Byzantium
Opponents: Russia + 6 more; normal aggression; sedentary barbarians
Difficulty: Deity
Map: standard 70% archipelago, random conditions


NMTWAVStartpic.jpg



Start Save


Roster (using sign-up order):


Nad
Aggie
Stuck_As_a_Mac
Elvis1985
Greebley
Betazed
Melifluous


It's the standard 24h for got it, 48h further to play.

Also, standard exploits forbidden, I'm sure you all know the score, if not, shout.

First two players (Nad, Aggie) play 20 turns each, then 15 each for the rest of the first round. From the second round onwards it's 10 turns per player.

Save files as NMTWAV[date].sav (or .zip)


I'm sure this is going to be a cracker and a whole load of fun. No doubt it will be difficult but with some concentration and with all the team chipping in with their ideas, I think we can prevail. Certainly the start is a lot nicer than NMT1 :)

I'm off to play my turns, c ya in a bit!
 
4000BC: I can see absolutely no reason to move so I block ceremonial burial and found. The hut gives us 25g. Aargh :aargh: I just realized that I never anticipated this in the rules design. We are over our maximum gold but I have absolutely no way of getting rid of the extra 25g. Until we have unit costs, building costs or we meet another civ we're stuck with the extra gold, but we should get rid of it at the first opportunity.


As for the start position, however: wow!! There is a cattle in range to the southwest and a floodplained wheat to the northwest! Can you say settler factory?! I can't remember the last time I had a start this good. Nad SGs tend to be either jungle-ridden or dry as a bone at the start; this makes a lovely change.

Worker moves to bonus grassland, Constantinople starts on a warrior and we research pottery at max.

Turn 1, 3950BC: worker starts a mine.

2-4: zzz

IT: Constantinople warrior ----------> warrior

Turn 5, 3750BC: first warrior heads north

6: zzz

Turn 7, 3650BC: mine complete, worker starts road. Desert and hills to the north, and incense spotted :goodjob:

8: zzz

IT: Constantinople warrior ----------> warrior

Turn 9, 3550BC: second warrior heads south

Lux raised o anticipate growth and ensure the governor doesn't make the 2nd citizen an entertainer (for some reason this tends to happen for the 2nd citizen only and I'm not sure if it's been ironed out in Conquests).

IT: Constantinople grows and borders expand. A silk lies to the south, very close, very nice.

Turn 10, 3500BC: worker moves to wheat

Lux at 10%

Turn 11, 3450BC: another river is to the south, along with beautiful grasslands, cattle, and more silks. An outstanding 2nd city site. This start is too good to be true!!!

Worker starts to irrigate wheat

IT: Constantinople warrior ----------> barracks

Turn 12, 3400BC: third warrior heads west

Turn 13, 3350BC: there is jungle to the north, beyond the desert. This has the feel of a flat, warm and wet/moderate world.

Turn 14, 3300BC: desert/flood-plains to the west

IT: Pottery is researched, start Writing.

Turn 15, 3250BC: worker starts to road, lux to 30%, Constantinople switches to granary.

Turn 16, 3200BC: goody hut spotted to the west

Turn 17, 3150BC: avoid the goody hut as it is so close to Constantinople

Turn 18, 3100BC: road complete, worker moves to bonus grassland. There is no urgent need to irrigate the cattle as we are already at +5fpt.

Turn 19, 3050BC: worker mines; 4th citizen works forest tile instead of bonus grassland to ensure granary completes before growth.

Turn 20, 3000BC: over to Aggie!


NMTWAV3000BCMap.jpg


NMTWAV3000BCMinimap.jpg



And The Save
 
Wow! what a cattle! We seem to be able to build a nice core for ourselves.

Got it.

One of the things that I will be building first is a curragh by the way. They are extremely powerful for making early contact. I really would have loved one earlier...
 
The nice start and land to expand in will definitely be a big help. If we set our next city near the two cows we will be in a really powerful position to grow very fast.

Nad, I must admit I laughed when I read about the 25 gold. It is probably the first time that an SG rules have been "broken" on the very first turn. I guess the rule should be that if you go over 10 gold you simply have to get rid of it at the earliest opportunity.

If we really wanted to get rid of the gold, we could jump into nearby huts until some accomadating barbarians were willing to cart it off for us. That might be going too far as they would also damage the city (and we could get MORE money).
 
It's 3.37 AM here...sleep is for the weak :o

IHT: Writing it is then. Possible Philosophy gambit? It would be nice to be the first to grab it and get a free tech. Sedentary barbs...

IT: I see a blue spear approaching our warrior in the north.

Turn 1 (2950 BC) Germany is our neighbour. This brings back fond memories of Warmonger's Delight (Nad's first SG), but this will be NO pushover ;) They have Warrior Code and Iron Working. Iron Working is too expensive. Even Alphabet, 25 gold and 5 gpt won't do. So I just donate them 25 gold. We have 10 gold and make 0 gpt.

Turn 2 (2900 BC) Zzzzz

Turn 3 (2850 BC) Constantinople: Granary ->Curragh

Turn 4 (2800 BC) Zzzzz

Turn 5 (2750 BC) Constantinople: Curragh->Settler

Turn 6 (2710 BC) Zzzzz

Turn 7 (2670 BC) Our warrior spots another foodplain/wheat spot west of Constantinople :)

Turn 8 (2630 BC) Zzzzz

Turn 9 (2590 BC) Constantinople builds settler and is hit by disease :( So it has to grow back to size 5 to be a settler factory again. Therefore a new curragh is built.

Turn 10 (2550 BC) Disease strikes again

Turn 11 (2510 BC) Zzzzz

Turn 12 (2470 BC) Constantinople: Curragh->Warrior

Turn 13 (2430 BC) I found Adrianople one tile SW of the mountain. On a bonus shield tile... But this will give us a river AND 3 cattle once the borders expand. The city starts with a warrior.

We meet the Persians with one of our curraghs. They have Masonry, Warrior Code and Iron Working. The Germans have The Wheel, Iron Working, Warrior Code and Ceremonial Burial.

-Persia gives us Masonry for Alphabet and 2 gpt
-Germany gives us The Wheel, Ceremonial Burial and 40 gold for Masonry and Alphabet
-Persia gives us Warrior Code and Iron Working for Ceremonial Burial and The Wheel. They won't do it for 1 tech and 40 gold.

We now are level in tech with both of them and have 40 gold. I decide to give the Persians 20 and Germany 10.

We have Iron just west of Adrianople (and 4 tiles north of Constantinople) and Horses are 5 tiles south of Constantinople [party]

Turn 14 (2390 BC) Constantinople: warrior->settler

Turn 15 (2350 BC) Zzzzz

IT: Germany is expanding fast towards us. They now start the Pyramids.

Turn 16 (2310 BC, 2270 BC) Zzzzz

Turn 17 (2230 BC) Constantinople: settler->settler. Adrianople: warrior->worker.

The settler goes south, but I think that we must settle north very soon to prevent German settling close.

Turn 18 (2190 BC) Our first curragh has sailed around the Persian island and sees new land to the east.

Turn 19 (2150 BC) The curragh crosses the sea and finds land, but no new civilization.

Turn 20 (2110 BC) Zzzzz

The Germans have Mysticism and the Persians know about Horseback Riding. They don't know each other yet, because the sea seperates their empires. But one curragh is enough for them to see each other. We must take full advantage out of our Seafaring trait and explore like mad.

Next turn a new settler will be ready. I would send it far north, with a warrior to block the Germans. A good spot might be on the tile SE of the silk out there. It's next to a river and at the sea, which gives us extra commerce (seafaring).

An undefended settler -sedentry barbs- is now at a spot where I think he could settle.

I didn't pop any huts close by, because I couldn't use the barbarian warrior while in full expansion mode.

Keep that 4 turn settler factory going!!

2110 BC save

Our land:

NMT2110BCmap.jpg


Anyone care to make a dotmap? I'm going to bed now and try to get some decent sleep!

EDIT: hmmm, 11 gold... next player should donate the Persians or Germans 1 gold ;)
 
Sleep for the weak indeed :D

Great work, some excellent trading! I see what you mean now about the power of the curragh....as this is my first normal game under Conquests I'm still learning about the new features.

I'll have a go at a dotmap when I get home tonight. I agree though that we should settle as much of the north as we can and then backfill the rest of the land to the south.


Stuck...UP NOW
Elvis1985....ON DECK
Greebley
Betazed
Melifluous
Nad
Aggie
 
Originally posted by Nad
Great work, some excellent trading! I see what you mean now about the power of the curragh....as this is my first normal game under Conquests I'm still learning about the new features.

In that case, and just to be sure: please note that Philosophy gives an extra tech to the civ that researches it first. You can choose the tech yourself, and that choice may very well be Republic or Monarchy! Talk about a huge boost ;)
 
yeah, I know about philosophy and it is a very powerful gambit [effectively, it's half of Theory of Evolution], and I think we should go for it, hence the choice of writing as 2nd research
 
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