RBC12E - Fall of Rome Franks (Deity)

Hotrod ( on deck)
Kylearan
6thGenTexan
Captainkeyes23 <--- up now

:goodjob: Excellent trading! Bummer on the Maurading coming in 2 turns too late but we did well to be a couple workers and some decent techs. I think we need to get math for the cats but the rest may not be necessary.

We have to begin thinking about who our first target is. I think we need to be ready for a war with the Anglos and build up a nice "elite" force with a leader or two before we take on the Romans. Not to mention the cash needed to ally a few other barbs on our side.


Hotrod
 
alrighty, i'll get on it this evening, I have a school thing to do until 4. On saturday...
 
and as soon as i figure out where to extract the file and how to upload it (i'm reading the guide)
 
@Hotrod, do we want to skip Ky this first round? I know that the Captain will have some quiet builder turns. We do not want to keep that fun from Ky and give you a double dose. :p We will be ready to roll in about 20 turns to take it to the A-S then the Romans.

If we want Heavy Calvary, we will need to get all the "other" techs as well. The HC are available on the first row of the 2nd tech age.

6gntxn
 
Not really??

My only concern is if captain plays today we will leave the game for 3 days waiting for Ky to join us.

I have no problem waiting but it appears we are a bit slower than the rest and we do want to keep moving but your right the game is short enough that any skips can be significant.

I'll wait until wednesday to play or if Ky is back in gaming form after a week of parties then he can grab and go.

Hotrod
 
In the short term I think only the barb techs up to the SoG need to be researched by us. I am not saying we shouldn't try to get those techs but I think it they will be bought rather than researched. We will also want to have enough gold for upgrades and for alliance/embassies etc.
 
aghhh my extraction nightmare won't end, I CAN NEVER EXTRACT TO THE RIGHT PLACE!
 
If you can't extract a zip file my good man, how will you bring the Franks to victory on deity level?! :rolleyes:

You just click on the link, and pick an easy place to find the zip file, maybe: c:\myfile.zip. (Or right click and choose "Save target") Extract to something simple like C:\myfile.sav, then copy it over to the save directory. Put a shortcut of the save directory on your desktop to make this easy.

Good luck guys, keep the momentum! :hammer:
Charis
 
errr i'm a newbie to extraction, etc. So pardon me... but errr... copy it to save directory?

gosh, i'm hopeless...
 
When unzipping the file you have the option to take the default directory (c:\unzipped or something like it). You can choose the browse button and in my case I go:
C-->Program Files--->infogames(or whatever the default upon install was)-->Civ3-->Conquests-->Saves-->HERE or create a new folder here for RBC12E. You can go to explorer to see the path first if you need to.
 
by some miracle i did it right
----
Note: i wont mention worker actions such as irrigation, roading, or cutting
or exploring
---------
0- 364 AD- seems good

1- 366 AD- Colonge builds barracks, set to spearman, move spare raider to guard undefend Avingnon

2- 368 AD- research of pillaging finished, set research to Barbarian Leadership, Disguardum (or whatever Captial is called) finishes raider, set to spearman. Lower research to 70% (treasury running low)

3- 370 AD- road to furs completed. Marseilles completes barracks, set to temple

4- 372 AD- Soissons build curragh, set on explore

5- 374 AD- move raider from captial to Colonge
Captial finish spearman, set to walls

6- 376 AD- ZZZZ

7- 378 AD- Paris builds barracks, set to worker

8- 380 AD- Civil Disorder in Colonge (they want improvement, etc.)

9- 382 AD- trade pillaging to Celts for writing (we can build embassies now) Captial builds worker, set to library

10- 384 AD- Tournai builds worker, set to granary. Tongres build spearman, set to temple. Fortify raider near Roman border

The File

i hope i uploaded right
 
Here is zip format:

http://civfanatics.net/uploads6/RBC12E_384AD.zip

Zips load much faster and have less trouble than save files.

Were there any trade opportunities when Pillaging came in? We need to play the trading game particularly because the game is so short there will be no time for catchup. Every little bit will help. We have to begin thinking about an offense. I think we should be thinking about building nothing but units and getting ready for battle.

Time grows short.

Hotrod
 
Hi,

I'm 95% sure I'm ready to play again on Tuesday. Of course I would like not to miss an opening set of turns to get a feel for this scenario, but since we're lagging behind compared to the other games, I would be fine with being skipped, too - your decision, Hotrod.

Regarding heavy cavalry, do we want it with a high priority? What's our plan for offensive units, slow warlords accompanied with catapults, or heavy cavalry, or a mixture of both? I think I like the warlord more because of his much better offense; his lack of a retreat ability can partially be compensated by enough catapults. But maybe it would be nice to have a few HCs in the stacks as well, for kill-and-retreat operations. Or does anybody want to go the all-HC route?

I fully agree with Hotrod that we should concentrate on building up our military now and skip granaries and temples where possible. After recent experience with these short scenarios, let's get a war going soon!

I also hope we can avoid riots in our cities in the future - during the opening, every turn of production counts, and with our low number of cities, just hit F1 before ending a turn to quickly check happiness. That's also a self-reminder, as I tend to forget this myself. :p

-Kylearan
 
changed to zip, and yes, i did get writing for pillaging
 
After reading the Celts thread, I have a few thoughts before the beer stops flowing in Germany :p and we start rolling.

1. Heavy Cavalry will arrive too late to be of any use for us.
2. I rarely think of artillery until Artillery but it looks like a stack of catapults is the way to go. I do not think we have the tech. This should be our next priority before Sacking.
3. Kill the granaries and other buildings and make sure we have barracks in our best cities and crank out the military. Without catapults, we will nee da lot of units to account for losses.
4. Take a hard look over the next 10-20 turns at shield production and start identifying waht cities should build what units until the end of time.
5. Find and start the prebuild for Scourge of God. We are going for the tech so we better plan for the wonder.
6. Have a couple of migrants on hand when we attack to resettle VP or lux locations.
7. Move our raiders to barrack towns for upgrade when iron and income allow.
8. Our first priority should be Western Rome. If we can do this ourselves, we can then focus on the A-S.

Any other thoughts on our main focus and direction on this game? Now is time the lay out our plan and start working it.

6gntxn
 
alrighty. i'm grounded, so i cant PLAY for now, but i may be able to log on and discuss

and i agree texan
 
I think you are on the right track but think that we may need to bring along some helpers if we attack Rome now.

We need to secure some VP locations now. Rome is amassing points like crazy.

The other concerns about attacking WRome now is that ERome will join the fight immediately. We really want to bring some others into the fold to make sure that the Eastern Romans stay put so we can focus on Western Rome.

If some how we manage to take Western Rome then we can move in and "help" take Eastern Rome. By then we may want Heavy Cavs simply to get the extra movement to travel the longer distances.

The name of the game is barracks, units and cats in any city without a barracks. Migrants at 20 shields are nice too from our heavy food town. I think we have a town with a granary and lots of food so migrants can come from there without too much cost.

We have some nice land now we just need to conquer more! :hammer:
 
We should bring in the A-S against ERome. That way we know the attackers coming to us will go through our buffer. Any draining of units done to the A-S will help us when we move east. By the time we march on ERome, we may have HC.
 
Hi team, I'm back - thanks for waiting! Got it, will play now.

Tex, I fully agree with points 1-7! Exactly what I had in mind. I'm not sure about leaving the A-S in peace, but I see the game for the first time now and also haven't had the time to check the other threads much, so if you say Rome needs to be attacked first, I'll trust you on that.

I'll report back soon.

-Kylearan
 
The Huns only know mathematics and code of laws from the standard tech tree, and the Vandals and Ostrogoths only mathematics, so a 3fer would be possible if we could buy polytheism, code of laws or map making from Western Rome, Eastern Rome or the Sassanids - and mathematics would be really nice to have for catapults! But we only have 23 gold with +2gpt with our current setup. So I temporarily set research to zero to free up virtual income, and do the following trades...

WM, 26gpt, 7g to Eastern Rome for map making.
Map making, 11g to Huns for code of laws.
Code of laws to Ostrogoths for mathematics, 11g.
Code of laws to Visigoths for WM, 58g (all they have).
Pillaging to Anglo-Saxons for WM, 31g (all they have).
Code of laws to Celts for WM, 39g (all they have).
Code of laws to Vandals for WM, 8g (all they have).
WM to Huns for WM, 14g (all they have).
WM to Ostrogoths for WM, 3g (all they have).
WM to Eastern Rome for 21g (all they have).
WM to Western Rome for WM, 3g (all they have).
WM to Sassanids for TM, 8g.

Then I raise lux to 10% to get some clowns to work, and increase our research rate again. Result? We know three more techs now, know the world map, all AIs are broke and we will get barbarian leadership in 8 turns instead of in 9, as it had been before. :D &nbsp; The downside is that our economy is wrecked now, which will delay the upgrading of raiders a bit.

Our capital, Dispargum, is our best city to build the SoG in and is already on a library prebuild. But: Workers are chopping the game forest and irrigating another game tile; I stop that. We need shields and have enough growth already! And we cannot switch to a wonder once a forest chop has happened in the city. (BTW, why is Dispargum founded *on* a cattle tile and one tile away from a river? Stupid scenario! :rolleyes: ) I also stop several other workers chopping forests; it takes longer to chop in this scenario than for normal C3C, and some cities are working unimproved bonus grass tiles. Also, we need to hook up the iron faster than with a slave worker.

Build orders are changed to a more militaristic approach, and finally I'm done with a long preturn.

(I) The Byzantines start to build St. Peters Basilika and the Hagia Sophia.

(1): The AIs have some money again, so I sell our WM for some more gold. Workers get moved. Several units surprise me by moveing automatically; please no goto orders in SGs, thanks!

(2): Our scouting raiders start their long trek home, since we have maps now.

(I) The Romans start Justinian's Leadership.

(3): I have over-improved Dispargum and need to slow production down so that the prebuild won't finish before barbarian leadership comes in. :p

(I) Oy! The Vizigoths start to build the Scourge of God in their Capital! :eek: Hope our prebuild will be enough...

(4): The Huns know barbarian leadership as well, but since the ETA for us has dropped to 2 turns and I can set Dispargum to max shield production again, I won't trade for it. I sell map making to the Ostrogoth for a worker, their WM and some gold, though.

(I) The Huns and the Vizigoths start the SoG, too.

(5): Now sacking is known by several AIs as well. Lower science and still get leadership in one.

(6): Barbarian leadership comes in, start research on sacking next. Our capital needs another 12 turns to finish the SoG - uh oh, that will be close!

(7): Our iron is connected, and our workers start to connect the wines.

(8): Our raiders are gathering in Marseilles, and our catapults in Cambrai.

(9): Several barbarians know polytheism now.

(10): Tongres builds a migrant. It is now set up to build a worker every two turns, because we need more!

I was selling our WM each turn, getting between 10-30 per turn gold that way, but now prices have decreased somewhat.

I don't know when we will be ready to attack Rome: We will need upgrades and embassies first. But it has to be soon!

RBC12E-404map.jpg


Prepare us for some action!

I'm not sure about the roster now; I think Hotrod is up, and somebody else is on deck. :p

-Kylearan
 
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