RB10 Elitist Hegemony -- slavers not workers.

Crap, guys, sorry for the slow reply. It's been a hectic weekend for me. It turns out I'm not going to be able to play the turns after all :(. And probably not going to be able to play for the next week or two (exams, ugh).

Sorry again for the late reply on that. Thought I could juggle it. Skip me till furthur notice.
 
That's ok S.ilver. Good luck on your exams!

Ndthsmdy, you're up! Respond to us whether you can play in the next three days.
 
300 AD (0): Looks good. If there's a lull in gameplay, I'll take more than 10.

Madrid: Will finish forge in one turn, then start two archers. We need them, one to blockade the jungle south of Osaka, one to escort our upcoming settler. Then colossus.

Seville swapped to obelisk. The immediate land is crud. Need that cultural expansion sooner rather than later.

Barcelona: Swapped order to barracks (whipped), lighthouse, will whip, then settler

Signed open borders with Cathy. Maybe I can get missionaries to her later.



350 (2) Troop movement. I like troop movement. I have a 50% chance to win, which means I'll likely lose the first archer, but I'll win with the second. That's worth pillaging their gems mine. Bo Jangles now has 13 exp.

Wait a minute, we're still in Bhuddism? Judaism. Now.

Cathy: Signed open borders. I want to see her territory, besides, she has OB with HC and could go west that way.

375 (3) Tokyo archer moves southward. I move Sharkbait and now eyes south to blockade, if possible.

400 (4) Snooze.


425 (5) Madrid: Second archer complete. Colossus in 14 turns. Dangerous dan Jr holds off two archers from Osaka via defending the jungle south. I was getting worred about his troop buildup. He still has a warrior, but it is heading west, and the 2nd archer from Madrid should take care of it.


450 (6) Moscow discovered. Also mostly archers/warriors. We have an advantage. Seems only Lizzy has metals so far.



Sharkbait was hurt in an archer assault from tokyo. He'll promote to medic so he can heal at a decent rate in enemy territory. No-eyes moves to cover him. You need a medic in enemy territory or it'll take dozens of turns to heal anything.

475 (7) Dangerous dan jr catches Tok's warrior in flatlands, and annihilates him by moving southwest.

500 (8) Good news and Bad news. Mermaid's luck destroys Japanese Galley. Hi Ho! Christianity FIDL.

520 (9) Snooze



540 (10) It has been an exciting 10 turns, with few exceptions. Archer and settler en route to mermaid's luck, who is resting off her last sea battle. Tokyo and Kyoto are ripe to attack our archers, so be wary of that. Seville is trading with HC, so will likely gain bhuddism soon. Lizzy is the likely canidate for starting christianity, so if we want her as an ally, we need jewish missionaries to her cities immediately.

Madrid completes colossus in 9 turns. We should be able to grab it without difficulty. We'll likely lose pyramids and parthenon. We'll also pop either a great merchant or a great prophet in the next two turns. Be on the lookout for what techs they may offer. If they're not great, you may want to join them, as this is a small map and it is still fairly early. If we're really lucky, we'll get a great engineer. If that happens, see if you can snatch Pyramids out from underneath everyone else.

Liq, I recommend keeping the fortified archers where they are for a few turns, just until that 'extra' attack-worthy archer decides to fling itself against Sharkbait or not. After those few turns, feel free to roam the forests south of Tokyo. Bo Jangles and Argus Kid should probably stay where they are.

Military front: Might need more archers from barcelona, and a second galley. You decide what barcelona should build. In fact, we can build swordsmen now, so we can mount an offensive agaisnt tokugawa if you feel up to that task.

I've also made a recommendation for a new city site to the southwest, grabbing two clams. Up to you to decide what our next city site should be. There's only good choices possible right now, whether southwest, northeast, or even expanding far east.

Take 15 turns if you want to do so. Zeviz may take 15 as well. Up to you to take 10 or 15. Today, I only have time for 10, and I've had a fairly robust round, so 10 is more than enough for me.

Roster:
Drasca: Just played
Liq: Up matey
Zeviz: Next
Silver: On hold, auto-skip until further notice.
Nthsmdy: Where are you? Do you still want to play this SG?
 
I am glad this game is still alive. :)

We were in Buddhism to stay allied to HC. He cares about religion much more than our other ally.

If we get a great prophet, which shrine should we construct? Buddhism looks more profitable at the moment, but I am not sure what our long term plans are.

About settlement plans, what about the site with the horses?
 
eh got it and all... actually let me actually download it before I have to eat my words lol.

yup got it..

give me a few hours to eat sleep raid booze cough syrup.:crazyeye:


Cheers!
-Liq
 
ok sleep done! got the giant econo pack of nyquil gallon jugs and saw guild wipe to a bugged delvin encounter. Oh and aggonized over rb 11... may that poor game rest in peace.

let me study up on this game again, been too long since it was moving.


not into breaking fortify just to roam dras, I avoid it by my very nature so no fear there.

I'll try and guage starting the push on toku.. if I do, zev will be the one pulling the trigger regardless.

day is free for the first time this week so going to take this one slow.

Cheers!
-Liq
 
preturn: ok lets see gems are still not hooked up. Check
we really need a friend for cabin boy. Only way that is happening is saying hi to toku.

I see toku has a settler and 2 galleys in tokyo hmm not good.

For the life of me I cannot see the clams in range of the fish + clams space.. might very well be a :smoke: on kipper!

hmm hmmm hmm well sw is out of the question for next town... horses > clam. Thing is, there's no fresh water on stone island so the fish are much more useful than stone for the town itself. That means though we'll never get stone in a meaningful time frame so really it's hard... going to settle on 'fish + clams' that leaves just enough room for a mini town to hook up stone if need be.

I'm going to push war with toku .. that means math next. btw I see nowhere other than a suggestion to go for literature... please explain when techs are started so we don;t need to go hunting 5 mins to find out if the tech being researched is a means or a goal. I see lit as a goal, not as a means to music.



IBT:
toku has an archer going north think to go with that settler...


[1]560 AD
Move no eyes to forest to block the movement. sevill is very open to attack by toku btw.. we need to fix that. a no exp archer due in seville in 4 turns.
Making another galley in barc.

IBT:
Seville begins: Archer
Barcelona begins: Galley
Harkuf (Great Merchant) born in Madrid BOO

No eyes takes heat from both directions!!!!!!!!
Archer defeats (2.04/3): Japanese Archer
Archer defeats (0.12/3): Japanese Archer

wow what a hero, not bad for a blind man! 3 xp now!!

HC closes borders. uh oh.

[2]580 AD
I promote no eyes to combat one, he goes from .1 health to 1.6 whew sharkbait moves to his neck of the woods to speed healing.

great merchant points towards code of laws... hmm. super speccing said GP is worth 6 base gold 1 food.. since we WILL get a shrine in madrid we will be wise to concentrate on commerce there. 10% of our GNP on slider is a whopping 4 gold. a super specc raw alone is worth a going from 70 to 85% research and there's no pressing need for code of laws this moment. let me walk around a bit and think this out.

Simply going from 70% research to 80% nets us code in 12 but if I go 90% lit goes from 2 turns to 1 and code would be 11.. super spec it is...
how sweet this is ..


90% research with no deficit! lit in one.

start to loot those remaining roads near toku with jangles and the kid

maiden picks up the settler and heads to fish and clams?(horses).

since we are gaining 1 food a turn in madrid I take off one of the woods and place an eng spec.

IBT:
Tech learned: Literature yay
Toku adopts organized.. pretty sad considering he only is confused in tokyo.

[3]600 AD
Research begun: Mathematics 7 turns
Toku REALLY wants to get that archer to tokyo. That tells my instincts to build up sevil and clams sooner rather than later.

IBT:
Cathy builds pyramids.

[3]620 AD
making sure maiden stays 3 + tiles away from tokyo... if toku was smart, he'd be blocking us whith those two galleys.
hmm barcelona grows in 2 turns. the whip is hungry

IBT:
Seville finishes: Archer

[4]640 AD
mermaid lands settler + escprt. fish and clams?(horses) city will be founded next turn.

Seville starts: Fishing Boat in 4 turns

IBT:
nothing

[5]660 AD
one of the galleys is gone and it took two archers with it... mermaid is looking for it. I place drake to escort cabin boy...

Cordoba founded
Cordoba begins: Obelisk in 10.. need to hook up those fish.
Whip jud temple in barcelona, we can use the happy and forge is too $$$

have to back down to 80% research


IBT:
Capac declares war on US and toku has two archers heading towards cabin boy and seville..


[6]680 AD
Capac has 2 galleys with 4 warriors enroute to madrid.. I can get an archer there np and immediately whip an axe... I KNOW the whip hurts but this is an emergency, last thing we need is to lose our iron from toku without a real melee unit. An axe will eat those quiches up


mermaid ends turn next to the toku galley I get cabin boy moving in the opposite direction.

IBT:
toku ship keeps archers onboard and moves 2 spaces north
Capac lands the 4 Quiches on the gem hill south of madrid..
Madrid finishes: Axeman
Barcelona finishes: Galley

[7]700 AD
... mermaid has a 50 50 chance to win and take out not only the galley, but those 2 archers as well.............
Galley defeats (1.20/2): Japanese Galley
and wins!!!!!!!! WHEW. (yeah I kept that red on purpose =p) sometimes is better to be lucky than good.

Capac lands the 4 Quiches on the gem hill south of madrid..
Axeman promoted: Combat I
Axeman defeats (3.20/5): Incan Quechua



McCruthers Bloodborne the Axeman now has 5/5 exp.. if capac stalls to pillage he's toast.
Dangerous dan is in madrid to cover, glad I placed him half way. paranoid liq proves once again paranoia is GOOD.

TheYar'inestVesselTharBe spots a capac galley and RUNS. he's prolly dead.

cabin boy heads back to the rice.. let me breathe a little and get some cough syrup.

new galley is dubbed Merman's Fury. sending him to the south.

let me get more cough syrup.

IBT:
Madrid grows: 6
Madrid finishes: The Colossus
at madrid
Axeman defeats (3.20/5): Incan Quechua
north of kyoto
Archer defeats (2.10/3): Japanese Archer

[8]720 AD
Collosus is built!!!!!!! yay!!! we need happys in madrid like BAD so hindu temple in 3.
Homer is born in moscow. that was a fast great person for cathy.

our gems got pillaged and only one quiche attacked us.. free exp for Bloodborne who promotes to shock

toku REALLY hates the line up we have going he keeps sending archers to their doom. I need to get kyoto back in scout range but he won;t let me lol. promote jangles to medic.. not too much choice.

the pillaging of the gems is not that bad in that cabin boy needs to come back just to road the effing hill.

wow our little fishing boat lived!

one quiche left and he's bottled up.

promote mermaid to medic and scoots to frendly water to heal. big fun next turn!!!

Tech learned: Mathematics
Barcelona finishes: Swordsman
Seville finishes: Work Boat
Archer defeats (2.10/3): Japanese Archer ya ANOTHER suicide archer... WTF indeed.

[9]740 AD
Research begun: Calendar 13 turns
Barcelona begins: Granary
Axeman defeats (3.55/5): Incan Quechua cleanup in asile 4.. all of capac's toads are dead.
Swordsman promoted: City Raider I

Cathy is just running away with tech. it's not even close..

we need to bottle up toku NOW and double our workers.

IBT:
nada



[10]760 AD
Sevilles fish are hooked up.


IBT:
Lizz comes to ask to trade monarchy and 140 gold (all she has) for metal casting. I accept it, we need the cash and cathy is the issue here.

[11]780 AD

ending here. TOKU HAS ANOTHER suicide archer headed into our wall of archer. this is insane.. he's exping us.


ok well fought off a scare built another galley and exped off quite a few toku archers... he sent ANOTHER suicide archer north just to repeat. He really wants to get those to tokyo, don;t let him. right now if we take tokyo we get a bonus worker from that settler... we need those workers.

queued up a granery in barcelona to speed up whipping..

we have hered now as an option so we can be a bit more casual on whipping.. I'm a quarter into calendar but if you wish change it to like construction... right now tokyo is only 20 % defense... we need to gank it now to grab that setler. mermaid is all healed up and ready to move south to pick up sword.
right now he only has two archers in tokyo.. getting the swords over to him

Cathy is the enemy.

will edit in screens in a bit, rather get the save out now. if you are buring to know how bad cathy is, load up the game and look... we need to finish off toku now.



opps looks like I took 11 turns will correct numbering
Cheers!

don;t let toku get archers to tokyo!

-Liq
 
Good job containing Japan and responding to that surprize invasion. I wonder how many of HC's troops we'll have to kill before he agrees to peace.

That's a lot of experience on our archers. :)

Liquidated said:
...
Capac declares war on US
...
I am surprized it took him this long after we've switched back to Jewdaism. This is why I wanted to stay in Buddhism. I know he isn't the biggest threat militarily, but we now have 3 enemies out of 4 AIs. Although that's just more workers for us to enslave. :satan:
 
btw my apologies for the lack of screens, I forgot to turn on fraps til midway through the turnset.

btw honestly toku is freaking insane.. he is sending lone combat one archers out to us as fast as he can make them. just ******ed seeing as both stacks have healers and are fortified on strong terrain.

just leave those 4 archers there and he'll stall himself. need at least one cat to knock defenses down, no point suiciding them if we have a few swords.

me too regarding bud, but seems he's without metal.. might want to check trade.

Cheers!
-Liq
 
Please welcome Veovim and Jameson. You have 24 hours to report 'got it' and whether you're able to play this round, and 72 hours to play and report.

Drasca
Liquidated - Played
Zeviz - Up
Veovim - On deck

Alternate:
Jameson - I'm not sure you replied to my request for new players, so I'm putting you down as an alternate for now.
 
780AD (1) We are 4th in almost every area, ahead only of Toku. This war has caused both of our civs to stagnate so much that we don't even have any trading materials to trade with the tech leaders. We don't even have a library at our capital! So we have to end this war one way or another. We have to make peace by the end of next player's turnset. This means that we have to quickly build up military, take as many cities as we can, and accept peace taking all of Toku's techs (he currently is willing to give us Calendar).

I change Calendar research to Construction. We need it for catapults and might be able to sell it to Liz if we are lucky. Don't research the techs that all AIs have already. Our only hope of catching up technologically is to research techs that can be traded away. I'd research Drama, but it's worth too little to get any useful trades out of it.

Eugene fortifies near Tokyo, while Sharkbait goes to forest NE of Kyoto to check up on the city. The worker is still there.

I revolt to Hireditary Rule. (We are spiritual, there is no extra cost and Barc is about to grow into unhappiness.)

I speed up Barc's growth by firing priest. It will be a settler factory when it grows, so extra hummers aren't needed at the moment.

We no longer need a priest in Madrid, because even if we get a prophet, it'll be too late to start a shrine. So I replace him with an Engineer for now and will fire him in 2 turns to speed up growth. Madrid has huge happiness reserve from MP and we need to work those water squares. The reason I am going to keep Engineer on for 2 turns is to finish the swordsman in 4. Mermaid's Fury will get to Madrid in 3 and will be able to pick up both of our swordsmen for delivery to Tokyo.

The other Galley will be used to transport worker to connect the horses when the pasture is done. Scouting workboat sees that Russia is still defended by Archers. If we had a half dozen swords and a few cats, we could capture all of their nicely developed and cottaged lands.

Finally, I bring research up to 100% at -14gpt to take Construction down from 11 to 8. Thanks to the recent tech deal, we have enough cash to sustain this research rate for over 10 turns.

IBT: Eugene kills Japanese Archer.

800AD (2) Barc Granary - Library(9) this will be interrupted by a couple of settlers.

Sharkbait goes to heal Eugene.

820AD (3) Jewdaism spreads to HC's city Ollanta... it is protected by 3 archers and a Quecha and has a worker nearby. However, it is too far away to grab at the moment.

Tokyo now has 3 archers and a Galley. I am afraid a settler-archer pair is about to set sail.

Worker boards Mermaid's luck and sails towards Cordoba.

IBT: Toku sends another archer out of Kyoto. Also, an archer leaves Tokyo.

840AD (4) Madrid Swordsman -> Library (6) If we don't improve our research rate, we are going to be on the Spearman side of the Spearman v. Tank battles.

Bo Jangles comes down from his hill to help Eugene and Sharkbait in their forest.

Scouting workboat finds out that Moscow is protected by 4 Archers and a Warrior. Rostov has 3 archers. If only we had more swordsmen...

Our two swordsmen board Mermaid's fury for a trip to Tokyo.

860AD (5) Cordoba Obelisk -> Granary (10). Seville Granary -> Library (6) (Somebody interrupted that Library half way.)

St. Pete is protected by 3 archers, but 2 of them have Garrison promotions. There is also 1 archer outside city guarding pasture.

Sharkbait goes up to a hill, because the second Japanese archer is now in the forest between Kyoto and our archers.

IBT: Kidd kills Japanese archer, but Sharkbait loses.

880AD (6) Bo Jangles avenges Sharkbait. Mermaid's Luck goes south to scout/move towards the capital.

IBT An archer comes out of Osaka and another one out of Kyoto.

Russia founded Yekaterinburg 2 tiles north of Kordoba! The city is in danger of flipping, because Cat is Creative.

900AD (7) Bo Jangles goes to cover Kidd on the hill. Swordsmen are unloaded near Kyoto and the ship moves to pick up Cabin Boy. (No point in building pasture for the Russians.)

IBT Eugene kills Japanese archer.

920AD (8) Swordsman attacks Tokyo and loses at 67%. Another swordsman attacks Tokyo and wins. Bo Jangles finishes the job and we have our second worker! The worker boards Mermaid's Fury and begins sailing home. Eugene promotes to Medic and goes back to Tokyo to heal. (Since our other Medic got killed.)

Cabin boy goes to chop down forest on hill near Cordoba. (At least Russians will not get it.)

Bloodborne kills Japanese archer near Osaka.

940AD (9) We learn Construction. Unfortunately, the only trade Liz is willing to make is Calendar for Construction + 60$. No way. We can get Calendar from Toku for free. Research is started on Machinery (15, but would drop to 25 without losing money). The cash from capture of Tokyo is the only thing keeping our economy afloat. Machinery will be a good trading material and will get us closer to macemen. (It's only a matter of time until AIs learn Feudalism and start defending with Longbows.)

IBT: Cat demands conversion to Confuscianism. (We have it in Tokyo.) We refuse, since we never cave in to demands of inferior races.
Toku offers Calendar for peace. Not yet. We need to capture Kyoto first.

960AD (10) Madrid Library -> Cat (4), Barc Library -> Cat (5)
Bo Jangles moves out into the forest to fight Japanese archer there.

The turn numbers are veird, so I'll play 2 more turns to even it out.

IBT: Cat demands we cancel all deals with England. We refuse, but this isn't looking good. Japanese archer steps on plains near Tokyo.

980AD (11) I start a Granary in Tokyo. The city will have no good tiles to work and will keep revolting until we capture Kyoto.

Our swordsman kill Japanese archer. Bo Jangles approacher Kyoto and sees 4 archers there.

I drop research down to 80%, so we are now at -11gpt, instead of -24gpt. Although research time on Machinery goes up from 10 to 12 turns. If we capture Kyoto within the next 11 turns, we can bump this back up.

IBT HC offers 240$ for peace and I accept. Nice! This was a very profitable war. Getting Gems pillaged was bad, but 240$ more than covers that cost. :) And HC is even willing to trade techs with us. (Although we have nothing that he wants.)
I sign OB with him, so we get extra trade route income and a chance to scout out his land.

1000AD (12) Seville Library -> Barracks (5) This is our top production city. It gets almost no growth in current configuration (working all forests), but it's at the happiness limit right now. NOTE: Let it grow to next size once Gems are connected.

Cordoba Granary -> Library(23) (Forest chop got +100% for Granary by Expansive leader bonus, so 23 production carried over into library. That's why I kept building library, Granary ended up costing us very little due to strengthened chop.)

Worker starts mining gems. Another worker boards Mermaid's Luck.

Bo Jungles and the swordsman go back towards Tokyo.

Research is back up to 100% for about 15 turns. That should be enough time to capture Kyoto. :)

Notes:

1) We need to train a missionary for Cordoba if we want it to have a chance to resist being flipped. (There is not much hope of holding on to the horses.)

2) When the Gems are mined, don't forget to road them. :)

3) After mining Gems, worker should probably build a road through dyes towards Barc. Until that road is complete, one Galley will have to work as a transport along northern coast and another along southern coast.

4) When Barc grows into unhappiness, it can be whipped for a Forge. Don't forget to let the forge build for a turn before whipping it.

5) Seville is configured for no growth. When Gems are connected, let it grow to next size and then return it back.

6) After capturing Kyoto, make peace with Toku for as many techs as he will give us. We can finish him off 10 turns later and an extra tech or 2 would be really good right now.

7) Work Boat is prepairing to net fish when Cordoba's borders expand.

Have fun. :)

PS I just noticed that HC can buy our second fish for 2gpt. Please make this deal, because such deals are a great way to strengthen relations and we need all the friends we can get to catch Cat.
 

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Hi,

I did in fact respond to the request for new players, so please assume I'm ready, willing, and available to play :).
 
well I'm partial letting toku live with osaka as his only town til he builds another worker.

as for HC war, that was a nice peace agreement.:D

Cordoba needs culture like now. We at least have extra shipping to get towns converted.

Nice turns Z

Cheers!
-Liq
 
Thanks for letting me join!

I've got it, and I'll post some thoughts once I've had a chance to collect them.
 
I want to make sure that I'm on the same page as everyone, so I thought I'd lay out a basic plan with a few questions. I'll play tomorrow night.

Builds - I'll have Madrid complete the cats, then build a sword to send to Kyoto. After that, I'll build the missionary for Cordoba (Jewish, I assume?). (Or do you guys think that the cultural threat warrants building the missionary first?)

I'm not so sure what to do about Barc because I tend not to use the whip much. It will grow into unhappiness next turn, so should I immediately change it to a forge, and whip next turn? Or would when to whip in this case depend on how many pop points will be sacrificed? If so, what's the critical point to check for? After that, I'll let the cat finish, and probably build another sword, depending on how things look at Kyoto.

Troops around Tokyo - Should I wait for the sword to be fully healed to send Bo Jangles back to Kyoto (i.e. send them together), or send him right away? The iron tile is suspiciously not visible, so I hope that Toku hasn't tried to reconnect it. Also, there's a marker for a city very close to Kyoto. If I get a chance to take Kyoto, do we want to keep it or not?

Research - Any opinions on what to research after machinery? Is the plan to get to Guilds as soon as possible (in other words, start Feudalism)? Otherwise, I'd probably choose from some peaceful options like currency, compass, and code of laws. Only compass isn't known by any AIs, so we might want to go for that.
 
Overall strategy: Take Tokyo, but leave Osaka to Japan. That leaves Tokugawa crippled, and we have his best capital and only source of Iron, and we can also sue for peace and get his calender and possibly HBR.

If we are to conquer Cathy, we'd best do it immediately BEFORE she gets feudalism and upgrades her archers en masse to longbows. She also only currently has one meager archer defender at her new outpost near our territory. She's overextended, and she'll fortify if we let her, but that tiny morsel should bit bitten off before it grows too moldy to gobble. Don't let her dig her claws into our turf.

Focus on Military production! Need at least two more swords. Our newest city has an obelisk, and won't flip anytime soon. Cathy has to go through at least two cultural expansions to do that.

Barcelona: Let it grow. We have hereditary rule, and archers only take a few turns to make. Make archers for a happiness garrison until we hit the unhealthiness limit.

Also, ASAP, start to build the great library. Pick a city, start building.
 
yeah leave osaka. That gives us a chance to extort techs for peace and farm osaka out to build another worker for us. actually if we can lull a worker to come out and keep a 2 tile unit close by... could keep toku as a worker farm for a while.:satan:

That Z got that settler in tokyo before it flew the coop was major. or should I say, flew the coup..:D

3 workers will own.

Agree with attacking cathy.. she'll run away with the game if no one hems her in.

cathy's town north of cordoba is worth keeping, that was my original stone town suggestion and coexists with cordoba well enough.



oh and welcome aboard V and J:)

Cheers!
-Liq
 
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