Random Civ-Rome-MONARCH

Ok, I'm grabbing the Save, and I'll post my progress once I'm done.

We're still going for the Republic slingshot, right?
 
Yup. I believe so. Oh, and get repub. for free. I guess its Philo. first before Code...

Make sure you post a screen. That def. will help. ;)
 
lurker comment: to make the Republic slingshot work correctly, you need to research the following techs in this order: Alphabet, Writing, Code of Laws, and Philosophy. If you can manage to be first to Philosophy, you get a free tech. Choose Republic, and you have a way out of the limits of despotism and a monopoly on two techs, one of them an expensive government tech. You can use them to trade around for just about everything else in the AA. Of course, going up in levels it gets much harder to be the first to Philosophy, especially with having to go for CoL first. But a worthwile endevor if you can pull it off. Good luck!

edit: Of course, since Rome is commercial, that gives you a head start. ;)
 
Yah, but I hate the WW in republic and the unit costs.

But stilll the slingshot is pretty good. I bleieve we already have alphabet.
 
lurker comment: As long as you're winning (i.e. not losing troops or cities, keeping the enemy out of your territory), WW shouldn't be much of a problem in Repub. :D And with legions in the AA, you should be winning a lot. I've had wars go on for dozens of turns with little or no WW. And handling the unit upkeep is a good lesson in economics. Plus it's also nice not to have to tie down troops for garrison duty.
 
lurker's comment: Simple Monkey, type [!delurk]-insert text here-[!/delurk] instead of typing in red. Without the ! of course.
 
2550BC: Double check production on Rome and Veii... Send Warrior from Rome towards goody huts.

2510BC: Warrior from rome gets maps from the goody hut; Reveals a barb camp nearby :(. Sent the rest of the warriors and naval scouts along their way... I can't believe how much jungle there is to the immediate south... Not only that, but there are also all those mountains and hills. Might be a good place to build "Hadrian's Wall" (line of forts), though.

2470BC: Veii builds Curragh. Set to Archer (I'm going to try taking out the barb camp since it's close to another fairly good city location), then settler (although maybe we should build another worker fairly soon?). Worker finished road to BG, send him to road Oasis. Sent newly created Curragh to explore south. Worker travelling to oasis sees enemy warrior. Nearby warrior sent to protect him until archer is done and can be brought into play. Northern warrior sent toward goody huts up north. Continuing to explore the Ikkistikki jungle to the south.. SW warrior spots a source of whales accessable from a hill to the south, making that about the only viable southern city area (at least until we get an army of workers to clear the Ikkistikki jungle).

2430BC: Barb warrior moves toward our warrior/worker. I fortify to guard worker. We get pottery from nothern goody hut :D SE warrior finds Bannanas in Jungle near hills with gold in them. Another possible distant future city site, if need be. MM Rome so that settler completion coincides with city growth.

2390 BC: Barb warrior fortifies... Explorers keep exploring, not much else happens.

2350 BC: Barb warrior makes a move towards Rome, and since our archer won't be finished until next turn (during which time the warrior would sack the city), I attack with our fortified warrior, and lose 1 HP defeating the barb threat. Not much else happens.

2310 BC: Fortify warrior, send worker to mine BG beside river. Vieii builds archer, settler next. Archer sent towards barb camp. Southern warrior and Wandering Idiot find the southern extreme of our continent... Two more bannanas in the jungle and some swamp with game is our only reward. On the plus side, nobody else is going to be claiming that land anytime soon, either. Northern Warrior and curragh reach northern extreme of our continent... Still a lot of unexplored territory to the NW, but I'm beginning to suspect we're on a very large Island (or more like an Australlia sized continent).

2270 BC: Wandering Idiot and Southern warrior parties sent N to deal with barbs (if any are left once the archer gets done with them). Northern Curragh spots what could be an offshore island or a penninsula to the NW.

2230 BC: Warrior near Rome heals and is also sent to sack barb camp. Barb warrior spotted near our nothern warrior exploration party. Curragh is now beside what is almost certainly an offshore island to the north. Will circumnavigate to confirm.

IT: Assyrian warrior attacks our warrior to the north and gets his butt kicked.

2190 BC: Archer attacks first of two barb warriors in camp, barely wins :dubious:. Warrior from Rome reinforces archer. Will attack barbs on next turn. Northern warrior confirms that NW island is indeed an Island (at least it's not attached to our continent). He also found the NW barb camp that spawned the Assyrian warrior that attacked him.

2150 BC: Barb camp has already spawned another barb!? Warrior and archer fortify. Need to make more archers. Northern Warrior continues to explore, as does the northern Curragh. NW Island MAY be a full-blown continent, as it is bigger than initial reports suggest.

2110 BC: Rome builds settler, next is archer. One of the Barbs leaves camp. May have to use archer to deal with him before he gets to our settler. Attack NW barb camp with warrior (they were in the way of my exploration ;) ), and wipe it off the map. Rome warrior attacks and defeats W barb camp. Wake Archer and deal with remaining barb. Now the settler is clear to settle between lake and oasis.

2070 BC: Veii builds Settler, next is archer. Our people love me, so I put a new lawn in at the palace :lol: Archer sent to future city site beside lake, and worker completes mining BG, and is sent to build a road to the oasis. Veii Settler sent to coastal square between two BG and near two cows to the north (4 turn settler factory anyone? :D)

2030 BC: Cumae founded between lake and oasis, set to build archer in 10. Rome warrior sent on barb patrol. Norther Warrior spots barb warrior and confirms that we are indeed by ourselves on this small continent. Curragh to the north confirm that NW island is a two (possibly 3, if you want to ICS it) city island.

1990 BC: Nothing interesting happens.

IT: Barb warrior attacks our northern one, and dies, but wounds ours.

1950 BC: Fortify wounded warrior. Road to Cumae completed. Note, we have no luxuries or known strategic resources anywhere on either the mainland or the NW island.

1910 BC: Neapolis founded on coastal grassland between two BG and beside two cows. Northern warrior on barb patrol.

1870 BC: Entire Coastline explored from the inside, all warriors sent on barb patrol. As soon as coastal tiles have been thoroughly explored by curraghs, curraghs will be sent on suicide runs.

1830 BC: Rome produces Archer, next is worker. Archer fortified in Rome for now (most likely will be used for protectin workers later). Continue patrolling for barbs with warriors.

1790 BC: Veii produces Archer, next is worker. Archer fortified in Veii for the time being.

1750 BC: Worker finished road, sent to build road to cattle near Neapolis.

1725 BC: Research on Writing finished, set to code of laws next, then philosophy (for the Republic slingshot), tech rate set to 90% to get it in 37 turns (versus 50). Rome builds worker, set to archer, then (if growth rate is sufficient), settler. Worker sent to irrigate plains near Cumae.

Okay, I'm done. Looks like we won't be conquering anyone anytime soon, though. :lol: I'm posting screenshots to give a general overview of where we are, as well as marked down some potential city spots.

Rome1.jpg


Here's the NW extent of our small continent and the Island:

Rome2.jpg


And the Southern area, including the Ikkistikki Jungle and Uckimuki Swamp:

Rome3.jpg


I was also wondering how you got it so that the faction name is included in the cities? I've been wanting that feature for the FF mod, but even after I got the v 1.22 patch, it wouldn't do that for me, and none of the user preferences seem to enable that feature.
 
That's some great scouting and fog-busting. No contacts yet? :eek:

Also, turnsets are played 20 turns for the start and then sets of 10 turns after. Small matter though.

Neapolis will not be a four-turn factory, almost indefinitely. It's shields will be corrupted. Maybe a six-turner at best. In retrospect, we should have settled it first to help rank corruption and it could have been one square SW to keep our spacing
 
Hikaro Takayama said:
I was also wondering how you got it so that the faction name is included in the cities? I've been wanting that feature for the FF mod, but even after I got the v 1.22 patch, it wouldn't do that for me, and none of the user preferences seem to enable that feature.
lurker's comment: In Preferences turn on "Color Blind Help" for the civ names to show up. :)
 
Mr David said:
That's some great scouting and fog-busting. No contacts yet? :eek:

Also, turnsets are played 20 turns for the start and then sets of 10 turns after. Small matter though.

Neapolis will not be a four-turn factory, almost indefinitely. It's shields will be corrupted. Maybe a six-turner at best. In retrospect, we should have settled it first to help rank corruption and it could have been one square SW to keep our spacing

Yeah.. It seems that I missed count and did 21 by accident (I was using tick marks on a notepad to keep track, but it seems I hit the turn button without adding a tick mark on one of my turns... oh, well). And no contacts. Since I'd already explored all the coastal areas, I started zig-zaging the curraghs in and out of sea tiles to see if there was any place where another continent MIGHT be, and therefore be worth making suicide runs to, but I didn't even turn up that much. :( Hopefully whoever is next will be able to find someone or something. I suggest once we get republic (which is when Neapolis could become a 4T settler factory, due to the increased yield from tiles and greatly decreased corruption), we start working towards map making, so that we can build the great lighthouse, because I don't see how we're going to make contact otherwise.
 
Our best bet for now is set up a small curragh factory and suicide them all praying to the RNG gods. Waiting for Great lighthouse is too late, as we need contacts fast.

Current Roster:

Azzaman- on deck
David- Doing nothing
Hikaro Takayama - Just played
Open
Conquer-dude- Problems with patch/ UP
 
In my next turnset, ill send out some suicide curraghs to try and find another continent. If Conqueror_dude doesnt get the save working in the next 24 hours, i'll play it.
 
In that case, the best idea would be to change Rome to Curragh and once Veii builds its worker, have it build a curragh as well. Veii is the best bet for a Curragh factory, though.. especially since it has the game forest there.
 
I just took a look at the save,

Our cities are way too small. Each are 1 pop each. We need to hold off settlers and workers so that our cities are more productive. If we keep timing our settlers to coincide to growing to 3 pop, we'll have slow expansion. Especially since we have our whole island to ourselves, we should focus on infrastructure. That said, after this round of archers, I think we should build granaries. Then settlers/workers will come faster.

Also, our there any Wonders in the near future that we may want to build? Hikaro Takayama suggested Great Lighthouse.
 
lurker's comment: Why you are building archers on huge map without contacts yet? Building archers withour rax is a bad idea, just build warriors for MP and defence from barbs, and workers/settlers. You definitely need more workers, at least one per city. Neapolis could be a 4-turner settler factory, if it will produce 6/6/7/7 shields on sizes 5-6. Neapolis corruption is 23%, so it need 8/8/9/9 real shields (corrupted and uncorrupted) every turn. Is is possible: irrigate both cows (3s), mine two BG's (4s) and two normal grasslands (2s), and mine plain (free two shields on growth, you don't need to put citizen on it).
 
lurker's comment: You might also want to consider tighter city placement. CxxC city placement is pretty optimal anyway, but especially on an island you're going to want to maximize your use of real estate.
 
I would have settled Neapolis a bit closer, but I didn't want to waste a bonus grassland by settling on top of it. Also I put cumae where I did because of the massive desert.... placement of any cities to the S and W will be problematic for that reason, and IMO should be based on how much food you can get, rather than how close they are to the capitol/other cities... Unless you want a bunch of 1 pop (2 once you irrigate the surrounding desert tiles) worthless cities. Also, I say we need at least two more workers, and have at least one start clearing jungle to the south, once we start settling that direction.

As for my reasons for building archers instead of warriors... 1) we were nearing our unit support limit, 2) archers pack more punch than warriors, so you get more bang for your buck, and 3) both Rome and Veii would grow by one population point in the time it took to build an archer, then they could safely be set to build a settler. Also, as evidenced by the one battle where a barb warrior redlined my archer, the RNG hates me, so I prefer to play it safe when it comes to stuff like that.... I always preferr a smaller army of good units versus a large army of crappy ones.

As for the prebuild for the Great Lighthouse, once we get Philosopy, we could have Rome start on the Mausolleum, then once we get Map making, switch. Hopefully, the trade bonus from republic will significantly boost our research rates. Edit: Thanks to that goody hut I popped giving us pottery, we can go directly from republic (after out slingshot) to map making.
 
azzaman333 said:
In my next turnset, ill send out some suicide curraghs to try and find another continent. If Conqueror_dude doesnt get the save working in the next 24 hours, i'll play it.
You go play it next this is our roster:

1.azzaman(UP)
2.Mr David(On deck)
3.Hikaro
4.Still Open
5.Conquer_Dude(Still screwin)

OH, IMPORTANT, build spearmen in the cities for defence, archers are not the best but, like anyone is gonna find us. :lol:
 
conquer_dude said:
OH, IMPORTANT, build spearmen in the cities for defence, archers are not the best but, like anyone is gonna find us. :lol:

We can't build spearmen yet... We don't have bronze working yet :lol:
 
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