pbem 'Xi' Warlords

This looks like it will soon be a two player game. I didn't realize there was no tech trading until I got alphabet. I never researched archery because I had planned on trading for it. Now I have axemen coming at me on all sides on both my civs. I only have a few warriors for defense. This will be the shortest game I have played in a long time. Maybe I can survive for a short while.
 
It is clear if you read the first post. I just failed to read the first post. Since I was not an original member I didn't think to look at the game settings. This is the first game I have been in where tech trading was not allowed, so it's just not something I thought to look for. It's not that common in my experience. It's my fault though for not checking.
 
Actually, I thought you knew... Because of the fact I had forgotten this myself, and the following bunch of quotes.

It's no tech trading, isn't it
I've messed up big time.... :cry:

My mistake was beelining for Alphabet, assuming I could trade for mysticism.

As a result of forgetting this, I've chosen a second city that will be unproductive for around 30 turns, instead of one with three readily available resources.

I have the same problem. A non-creative civ without religion is not the greatest for a while.

In the initial discussion, Semental had suggested it immediately.
I had seen some discussion elsewhere that it should be used in situations like this, to avoid ripping through the tech tree.
I think that discussion was more for virtual teams on the same continent.
When the game started, all seemed new and experimental, so we went for it.

Will be sorry to see you go, if it happens.
We can always start another similar game, assuming everyone has the time and inclination.

--

btw, curiously, I have seen virtually no barb activity, apart from a solitary axeman tracking my Zulu scouts back towards my warrior protected (same reason as Dogboy) towns.
 
So, my second ever civ4 war.

Zulu chariots complete a remarkable assault on Moscow, killing all three archers with no loss but leaving three really sick chariots.

The other four chariots, (that we assumed would also be necessary),
promptly wheel around to check the number of Axemen in Russia's copper town.
 
I seem to be swimming in barbs. I hope everyone survives. I thought the no tech trading would be good since playing 2 civs could give one of us a leg up on the other if they were closer to their mate than the others. Plus it does add a different twist. We should do this as team civs maybe next time. Not sure about the tech trading but I would like to play it out without it for a change.

I am sorry about confusion on the tech side but I thought we were clear on joining it.
 
It is clear. It's my fault for not reading the first post and checking the game rules in game. I'm gonna stick it out best I can, but warriors against axemen aren't doing too good.

Are these barbs set on massive?
 
The walls are closing in. DogBoy1 defended with a warrior and killed an axemen. However, another axeman killed a defending warrior. Moving warriors from city to city every turn is actually exciting.

DogBoy2 lost a city when an axeman killed a defending warrior. More axemen and archers are showing up. Peter asked me to declare war on Ozy2. I declined. As if I could really do anthing to Ozy2 anyway.
 
i would send some troops over if, I knew where you were and I had any troops not fending off a stream of barb attacks.
 
I don't think it would matter.

DogBoy1 has four cities left. One is guarded by one warrior. One is guarded by one warrior, one is guarded by two warriors, one is not guarded. There are four axemen at my doorstep.

DogBoy2 has three cities left. One is guarded by 2 warriors, one is guarded by 3 warriors. One is not guarded at all. There are 3 axemen and 1 archer at my doorstep.
 
DogBoy1 held the cities but lost one warrior in the process. We miserably watch as another axeman popped out of the fog.

DogBoy2 gleefully watched as the archer impaled itself upon our warrior. We only hope the axemen do the same in the upcoming turns.
 
Big mistake waiting for reinforcements before attacking Peter's copper town.

They spawn a spearman, and our chariots come to grief.

Spearman is despatched, but at a terrible cost, and that is with three chariots withdrawing from battle.

We immediately learn our lesson, and risk the other town before it is reinforced. Two chariots and an archer defeat two plains archers to achieve our fifth town.
 
DogBoy1 lost another city and is down to two cities. Not looking good. But on the bright side DogBoy2 killed another axeman and is hanging in there with three cities.
 
The Russian Bear is no more.

We pause to weep for innocence lost...
(plus one chariot)
..and are brutally instructed to buck our ideas up by Erwin Rommel.


I suspect a trip to the Strategy forum is on order, to ponder options.
 
Zulu Nation
I guess the only use of a Great General is to kick someone's ass.

Especially if this game is going to be short, trying a new approach might be fun.

Semental is closer :mischief: and trying to turn me Jewish.

However, America down south has it coming to them.

Celts
They have a religion that Shaka woefully and painfully lacks.
But little else is going on.
Limited resources, otoh no barbs encountered near our boundaries yet...
 
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