RaNDom-0?

I suppose Mighty Dwaarf can take it if he can play before Saturday? Otherwise, I can handle the wait.
 
Lurker: Wow, this seems... Random. And very hilarious. I actually tried playing a LAN game with a friend on a random/unrestricted/Fantasy_Realm, but his head blew up after like 5-10 turns, so I haven't tried this properly. If you host another one after this, consider me in :crazyeye:

For now, off to Mallorca. Good luck, Random people!
 
Oh, yes, I just remembered something very important for our variant: All cities that we control must be given a non-standard name (all those we found and/or capture). To this effect, I have renamed our capital something more appropriate and am re-posting the save. Giving cities silly, dare I say, random names is required, so let your imagination (or Google) flow.

Giving units wacky names is encouraged, but not obligatory. Edit: On that note, I'd also request that BUG's "auto-naming" feature be turned off or customized, but that's really just 'cuz it's a pet peeve of mine. :rolleyes: :p I honestly can't tell if people find it useful or just don't turn it off. *shrugs*

Edit: Oh, yes, and copper dot 1 SW (or 2E of the copper) still grabs the fish and is overall stronger with more workable tiles. I will re-re-post the save in a bit with a BUG dot map in it. Done.

Annnd, a little more scouting north, as was mentioned, would be ideal before we can pin-point exactly where a new city should go.
 

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Short and boring set, played 20t untill writing was in.

Turn 27:
I remember to check whether BUG's unit-naming is enabled (it is) and I turn it off. Don't see much use in it myself, but have never bothered to turn it off.
Move warrior and whack enter

Turn 28:
Pericles the viking converts to Confucianism.

Turn 29:
Our scouting warrior moves next to a wolf. He is on a hill though and should survive (at least I hope so).

Turn 30:
Indeed Wolf's bane kills the wolf flawlessly.

Turn 31:
7 turns untill the farm is done

Turn 32:
6 turns untill the farm is done (what? this is the most exciting thing that is happening at the moment :D)

Turn 33:
5 turns untill the farm is done

Turn 34:
Randomania finishes a warrior, doubling our military force. Let's get another one done. Now I have to decide whether I use this warrior to scout North or wait for the next one. Six sided die says that the warrior stays where he is.

Also 4 turns until the farm is done

Turn 35:
zzzz, oh wait 3 turns until farm is done

Turn 36:
Wolf's Bane spots and kills another wolf (96%)

Turn 37:
Wolf's Bane gets Woody I for his troubles and need to heal 4 turns
Also: our beautifull farm is done and our even more beautifull capitall will grow to size 2 next turn.

Turn 38:
10 turns untill the next farm is done.

Turn 43:
Next warrior done, start another untill we've grown to size 3 in three turns, will then start a settler.

Turn 46:
Meet Lincoln the Korean (and Christian)

Turn 47:
Writing is in. We haven't really discussed what to tech next, so I think I'll stop here (have to play 2 more SG's, so short sets it is).
I've scouted the Northern bit, but it is rather unexciting except for a tundra oasis (how does that work?).

Settler will finish in 15 turns, so next player can settle our second city, I'd go for the copper site as it has more food to live from. After that we can go for Iron, as we should have Calendar by then for the banana's.
 

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Got it

Should be be pretty straight forward just need consensus on a few points.

1) 2nd city spot, a few spots have been mentioned, but I favour 1E of copper, I agree with previous comments that having copper in first ring to get access quicker is imperative, this would also allow access to fish after border pop and allow room for poss city on south coast. Would start on monument which would complete after chop of copper forest then work boat for fish.

2) Tech, After ealry luck with huts, we appear to be into some expensive techs. The cheap of the cheaper options I dont think AH would offer much as we dont need pastures or are need of horse units. Hunting, will be needed to camp furs eventually but not at the moment. Sailing would allow us to connect two cities without roads which with the position of mountains and ice between two sites would be beneficial. Im not a fan of getting stuck on some 30+ turn tech at the moment so would favour sailing.
 
I agree with copper site. Double check my city placement. I just noticed in my previous post that I wrote "2E of copper" but I have no idea why. 1E of the copper source is correct. I also agree with sailing. Get a second worker out to hook up the copper and we'll have it connected to the capital before we need to dig a long road.

After that, maybe go Monotheism and try for a religion of our own? Taoism might be nice. Since choose religions is on, it's a little harder to tell which religion tech has fallen, though, but it sounds like only two religions have been founded so far.

I'm guessing that there's little chance of snagging the Oracle without Marble or trees to chop.

Edit: And hooray for farms! I wonder how much food that desert farm is gonna end up putting out. 3? 4?

Oh, and the tundra oasis. Maybe it's a hot spring? Yes, very crazy map!
 
Well played if not boring set Sengir.
Not much you can do about that early game though.

I am on board with Sailing and the copper site.
I would have never thought of the water trade route to connect the copper...very clever.

I think if we want to shoot for a religion then we can snag the CoL or Philo religion pretty easily.

@Whosit: Desert farm will get 4 food. My question is will we be able to make any improvements on the ice tiles? For example the icy floodplains near the iron. My guess is no, but I also didn't think we would be able to farm the desert corn. Up is down and left is right on this map I guess. :crazyeye:

Good luck Mighty Dwaarf!
 
@Whosit: Desert farm will get 4 food. My question is will we be able to make any improvements on the ice tiles? For example the icy floodplains near the iron. My guess is no, but I also didn't think we would be able to farm the desert corn. Up is down and left is right on this map I guess. :crazyeye:

Yeah, I ended up looking at the save and saw the 4 food. Not bad for a desert tile! And I started to play a solo game using the same map script (got flooded by Barbarians, which kept me from expanding) and I found that a Flood Plain/Ice gets treated like a Flood Plain, so you can improve it normally. I'm really not sure how that game mechanic works, though, since I thought Ice next to a river is still ice. Oh well, we'll take what we can get, certainly. However, ice tiles sitting on their lonesome are still just ice.

I've seen rice and oasises(?) on hills, too, and I think any resource overrides the normal terrain, so you could farm a hill if it has a farmable resource on it.
 
I've seen rice and oasises(?) on hills, too, and I think any resource overrides the normal terrain, so you could farm a hill if it has a farmable resource on it.

Lurker: I can confirm this too. The Rainforest map script actually also has a lot of rice on hills, which can either be mined or farmed (or windmilled I guess too...). Unless it's irrigated it may be better to just mine it unless you need the health resource. For example, a grasslands rice hill will be 3:food: 1:hammers: farmed withOUT irrigation and pre-Biology, and 2:food: 3:hammers: mined.

And even on a standard map you can improve ice tiles with freshwater access. I've had decently productive ice cities working watermills with imported sushi!

Keep up with your fun game! And if I can be so bold--more pics for us lurkers, it's hard to picture such a crazy map! Good luck.
 
After that, maybe go Monotheism and try for a religion of our own? Taoism might be nice. Since choose religions is on, it's a little harder to tell which religion tech has fallen, though, but it sounds like only two religions have been founded so far.

Generally goes in the order of Meditation, Polytheism, Mono, COL, Theo, Philo, DL relgions. You can always check by hovering over tech if religion still available you will see the 1st too discover.... in the info for the tech. Same goes for GP techs so you can see if somebody undiscovered has already bagged it.
 
Contender for most uneventful turnset ever!!

Turn 48 - worker to mine sugar hills, One warrior moved to 2nd city site to escort.

Turn 51 - We are veryy clever people
Civ4ScreenShot0012.JPG
Turn 53 - rubbish event farm destroyed
Civ4ScreenShot0013.JPG
Turn 54 - Lion is slaughtered by southern Warrior
Civ4ScreenShot0014.JPG
Turn 62 - run into barb archer northern warrior make a run for forest hill nearby

Turn 63 - Islam founded in Far Away Land (Monotheism)
Civ4ScreenShot0015.JPG
Turn 64 - Truffles How Delicious
Civ4ScreenShot0016.JPG

Stopped on 66 as Sailing was discovered. Not sure where to go next, have plumped for Maths but is long way off still, no turns invested so can change. Settler and worker on way to sort out copper site.

View attachment RaNDom-0 BC-2350.CivBeyondSwordSave
 
Sounds like you made some nice progress. Truffles are a nice event, especially since I figure out capital can always use more food. Let's put a cottage there ASAP or something. Math doesn't sound like a terrible idea since we probably don't need much on the lower side of the tech tree right now. Hopefully our tech rate will increase when we get some cottage towns down.
 
Sounds like you did yeomans work Mighty!

The tech plan is confounding me...I am not used to teching Math before my second city is built!
A pleasant situation to be in of course!
Maybe go Hunting>Archery to build Skirmishers for some fogbusting and scouting.
Thats only 20 turns but it seems like a slight waste of time.

If we are going to bog down on huge tech...why not Alpha?
It will allow us to backfill like crazy as we should be the clear early tech leader.

I am also thinking that since we are an expansive leader we want to try to whip into granaries and workers as much as possible...just a reminder for our next city (whatever it may be named)
Start it off with a monument build then wait for max overflow so that the whip will finish the granary too. Just a thought.
 
So, OJimiJam hasn't posted in about a year. Whosit, you'd be up next, if we want to keep this alive.
 
Oh dear, is that true? Yeah, I'll take the next set and set up a revised Roster. I should be able to play later today or this evening since things shouldn't be too complicated at this stage of play.
 
Inherited Turn 66, 2350 BC (or thereabouts)

And so begins the reign of Whosit. Pharoah Whosit, or maybe Helio Whosit. OK, Helio-Pharoah Whosit, it sounds distinguished.

My rise to power was hastened as the previous ruler was overthrown for sitting around and eating truffles all day (though they are very good truffles) and never actually doing any ruling. We have a schedule to keep, people! No, don't ask me what it is. Yes, it's real. No, I'm not lying. What?! OK, you? You're executed. Any more questions?

Let's see, research, research. I will go ahead and start on Alphabet (whopping 59 turns) in the hopes of eventual back-fill. Perhaps with more cities, research will eventually pick up.

Suddenly, I realize something: The decor could use more chains. And I think I'd like a revolution to celebrate my Helio-Pharoah-hood. Let's have a revolution. Which caterer should we use?
RaNDomRevolution.jpg


I also name one of our warriors, who will be scouting south, Ajax the Plumber.

OK, I think everything is in disorder. Let's move on.

-End Turn-

Turn 67, 2325 BC

Things are moving again. We'll have a new city soon and the Granary can be whipped in Randomania. I think I'll wait and get some overflow into a second worker. Then we'll probably want a Barracks and some more soldiers for defense and scouting. There's far too much black on this here map. Black was out of fashion last season, I swear.

-End Turn-

Turn 68, 2300 BC

We hear word that the Koreans have found a large source of black pearls. Didn't they hear what I said last turn?!

-End Turn-

Turn 69, 2275 BC

Nuthin' new under the sun.

Turn 70, 2250 BC

Something new:
RaNDomHeliohillefounded.jpg


After much debate, I couldn't help resist naming it after . . . me. I was considering "Heliopolis," but . . . .

Also, we have some uncouth guests. Hopefully they'll go away.

The new town's additional 2 income increases research time, but . . . Because we never acquired any back-up funds, turning the slider down now means that Alphabet won't be developed for another 74 turns.

-End Turn-

Turn 71, 2225 BC

Ajax learns more about southern lands. Problem is that we may have to settle ON the wheat to get everything, but that's OK because it is unirrigated Desert wheat. Yech.
RaNDomWheatTown.jpg


-End Turn-

Turn 72, 2200 BC

Whip the Granary in Randomania, just for something to do. 2 turns left, overflow of 40. Did I wait too long? I really have much to learn still about the whip. Will go into a Worker, anyway.

-End Turn-

Turn 73, 2175 BC

The (surviving) people in the capital love their new granary so much that they'll put a worker together in 4 turns.

Turn 74, 2150 BC

Ajax proves that he was much better at plumbing than at fighting . . . . Hooking up that copper is no a priority.
RaNDomAjaxlost.jpg


It's just as well, I suppose, because on further consideration, I have no idea what a "plumber" is.

-End Turn-

Turn 75, 2125 BC

Forest chop finishes at Heliohille, but still a few turns more for the monument.

-End Turn-

Turn 77, 2075 BC

Randomania: Worker < Barracks (14 turns)

Time to mine some hills! Our capital could use some more production, ya know. And commerce, too. Well, mine the hills, cottage the truffles, much to do.

Oh, dear, and I run Wolf's Bane right into a bunch of archers . . . .

-End Turn-

Turn 78, 2050 BC

And, goodness, he survives! But just barely.
RaNDomWolfWin.jpg


Augustus of the Khmer wants open borders. Naaaah.

Heliohille: Monument < Workboat (22 turns)

Wolfy gets Woodsman II and comes home to heal a bit.

-End Turn-

Turn 83, 1925 BC

Workers doin' work, Barbs wandering about . . . . The usual.

-End Turn-

Turn 84, 1900 BC

Wolf's Bane spots dark borders to the north. Seems the barbarians have set up shop out there.
RaNDomDistantBarbville.jpg


-End Turn-

Turn 86, 1850 BC

We receive word that Catherine of Egypt founded a city called "Heliopolis" somewhere. Well, copying the name of my city, are you?
RaNDomHeliopolis.jpg


I'm making an executive decision to play until the copper is hooked up. Hopefully that won't bother anyone. Most of these turns are still pressing "enter" and I daren't expand until we have some more boots, or axes, on the ground.

-End Turn-

Turn 87, 1825 BC

Time for some experienced, er, Warriors in Randomania!

In other, less important news, Wolf's Bane makes first contact with a strange race that calls itself the "Mongolians" led by some weirdo named "Suryavarman II" to our west, across the great sea. I'm sure they'll be of little importance.

RaNDomMeetSurvydude.jpg


-End Turn-

Turn 88, 1800 BC

Someone builds a Great Wall far away. What's so great about a wall? We have a very nice Granary . . . . :(

-End Turn-

Turn 89, 1775 BC

Our people hear of legends that the Waters of Life can be drawn from certain springs within our borders (unfortunately, not within any BFC). Well, there go my private water holes. Someone's getting axed for this.
RaNDomLifeWaters.jpg


-End Turn-

Turn 91, 1725 BC

Start a Settler (11 turns) in the capital after 2 warriors have been built. Should be available when we need it.

Turn 92, 1700 BC

Heliohille finishes its workboat and starts a Granary. I forgot to whip something into it. Oops.

Shuffle a tile in Randomania to get the settler in a turn faster. 8 turns now.

-End Turn-

Turn 93, 1675 BC

Heliohille's magnificent culture has expanded. Got a warrior out fogbusting on a hill. South worker ready to start mining/roading (should have gotten the road in ahead of time, but was building a farm, sorry). North worker is free. Could put a cottage or two down, could start roading somewhere. I think I will end here 'cuz I've played way too long and the copper is as good as had, anyway.

Oh, our workers are now Ron an' Jon. Our hill-warrior is Kenishi the Bald. And I learned that, so far, I'm 100% more likely to win a fight when the odds are not in my favor.

Anyway, I tried to have some fun with this report, hopefully it came out entertaining. :)

I think we should try to settle Wheat town (on the wheat). The bonus city-square food and the crabs will help feed the furs and we can eventually get whales, all good for happiness and income. There's a plains hill in range for a bit of hammers, otherwise, coastal tiles for income and a grassland or two that could support cottages. Short version: Looks like it could make a good commerce town. We would need hunting, though, to make camps for the beavers (an 8 turn diversion from Alphabet).

I somehow laid down a dot by accident south in the black that I can't take off, so ignore it if you see it.

New Roster:

-Sweetacshon
-Sengir
-Mighty Dwaarf
-Whosit (just played around)
-sturick (at last)
-Open (unless OjimiJam shows up soon)

Hopefully I didn't steal much of sturick's thunder, though I imagine he had a different idea in mind.
 

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I thought the idea was to settle 1E of copper so that it could be hooked up by now??

Oh well hopefully wont matter too much, I like the southern coast site as should also if I remember correctly block off land with our borders
 
. . . Oh $#*#@$ you're right, M.D. I completely forgot and settled according to those outdated dots. :cringe:

Umm . . . all part of the plan? :undecide:
 
Very funny writeup Whosit....er....Helio-Pharoah-Whosit.
Thats too long.
Can I just call you HPW?

You didn't steal any of my thunder...I just have a high standard to follow. No big.

Well like Mighty said....the main reason for settling 1W was to hook the copper faster.
Your location has the hills for protection and also grabs an extra hill tile for production.
So we should be fine...the only problem I see is providing enough food to work those hills.

Yes apparently odds mean nothing in this game.
You lose with 90.1% odds.
Yet you win with 7.3% odds.
The way it turned out with Wolfy surviving is better imo.
With Woody II he can scout much better for us.

I got it...but I can't play until Monday as I am quite busy this weekend.
So if Jimijam returns and can grab it before me then thats cool. I would just play after him in that case.

Where shall we place our third city?

For me its between the iron/banana city and the fish/cow/fur city.
I like the fish/cow/fur city as it closes off our borders to the north.
Let me know what you think.
 
Yeah, fish/cow/fur is good - nice and foody.

re: settling on that wheat for the whales, we could just settle 1ne of the wheat and get some culture in there to have the whales outside the BFC, just for :).. don't know, I haven't opened the save and analysed it, just a thought.
 
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