RBC16 - Sleeveless

Yay, we have volonteers to work for us. I send them out, roading towards the silkworms in the forests to our east.

3450
3400 Intrepid adventurers continue to circle our island counterclockwise, looking for pirate treasures, not knowing they are 5000 years too early.

3350
3300 Our first road is done, and there is much rejoicing, until some clunkhead demands the road should lead somewhere. Our volounteers decide by themselves, that the smooth round rocks clustered here, should be sorted, and start to build a hut to house themselves while they sort this out. ( mine ordered. ) The intrepid adventurers and treasurehunters have themselves started to grumble about their chosen course of action, as their travels take them into the icemasses of the north.

3250
3200 Taxes adjusted as the budget is reviewed for the burial project.
3150 Now that we can honor the rulers properly after their lives are over, we start to develop methods to remember their brightest moments, and ways to invent tales that in later ages will be taken for gospel. Writing is ordered, and despite it being such a long research, we bend all efforts at it, since it is expected we will benefit from that in later years.
Also, in anticipation of the launch of our first oceangoing vessel, we order a lot of fish to be stockpiled for the long journey. ( MMed for money instead of shields. )

3100 The ship is beatiful, and does not deserve to be alone, so we order another one to be built, to complete the circle.

3050 Our ships have spotted a neighbour. They look like a boring people in baby blue Microsoft colors. They call themselves the Chinese, and we have a lot to talk about, considering they have had a completely different way of life. They seem to be a warlike people, as they have prioritized archers, spearmen and walls, while we have poetry and honor our dead. They also seem to be fruitful, as they have three cities.

We make a deal with them, as we see a hidden potential in the ordering of stones, and exchange Masonry for Alphabet. We even get them to pay for our expenses with 6 gold.

This is an exciting period, as our adventuring explorers spot more gentlemen in white to the south. He will move to speak with them.
It is hoped the Marcomanni tribe will be as able to enrich our lives as the Chinese was.

3000 our adventurers have a choice now. They can explore what looks like an abandoned city to their north, or they can try to trade with the Marcomanni. The Marcomanni does not look enthused about the prospect though. In fact they even look a bit hostile.

It is the wish of Grimjack I, that he should be buried in a Temple after the customary 150 yearsperiod of mourning. This might let us complete a method to put the tales of his bravery and foresight into stone a bit faster. The people responsible for finances does not agree, as the coin it would cost to keep the temple, could just as well be used to feed the people directly.
However, in the long run, it would be better to have the temple.
( It is also said, an honor guard could do the job as well, and would be much cheaper to hire. )

Grimjack
 

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And then there is the save.
 
I have it. While the nation will hail Grimjack I as a great leader, the mourning period will probably be the standard 30 days we give every great leader (IBT).

There seems to be quite a bit more to our land mass than what initial estimates may have thought.

Since we can't wear sleeves, we might need some capes to keep us warm in this frozen wasteland of ours. I'll order up some with big a "S" on the back.

Our nation seems to be set on a course for at least the next 20 turns of min research, min food, and min everything else.
 
I don't know what it is about the cold starts. I must say, this land reminds me a bit of the crap we drew for RBE2. It's not as bad as my Kobaiyashi Maru game in single player, though. I did -not- set out to give us bad lands. I took the first map we were handed, and at the time, it looked fine. :)

Capes with a big S on them? S for Sleeveless?? Cool. :cooool:


- Sirian
 
Pre-flight – Our city looks good, Mao won’t trade, off we go.

IBT - Watch a Chinaman pop a hut and get yokels. Our warrior to the east is killed by barbs.
2950 – 2900 BC - nada

IBT – Curragh=>warrior

2850 – 2800 BC – Mas nada.
2750 BC – Spot a dark blue border edging out of the fog to the south of China. I’ll divert a curragh in that direction. From F11 it looks like Korea.
IBT – Warrior=>curragh
2710 – 2670 BC – A cold front moves through and we put on our new capes with the “S”.
2630 BC – Word comes back that The Byzantine Empire has been spotted to the east.

2590 – A momentous year. First we meet the lovely and annoyed Theodora. We has three techs and we have two. I go back and review the variant rules. “One tech per turn, maximum, to be acquired via trade.” Well let’s see what our options are. We can get BW & 10G for Masonry from Korea. Mao will give us BW or WC & 29G for CB.
Theodora will give us BW or WC & 35G for Pottery or Masonry.
I sell pottery to Theodora for BW & 35G.

IBT – Curragh=>granary

2550 BC – Nada

After Action – Head the new curragh east. You can probably trade a tech each turn for a few turns.

DL_-_2550_BC.jpg


Save: http://www.civfanatics.net/uploads8/Dizzy_Lizzy_2550_BC1.zip
 
Got it.

Will keep up the trades.
 
Bugs - That's the wrong save.

The zip is labeled 2550BC, but the save is at 3000BC.
 
:blush: Sorry, it's on my other computer, I'll replace it in the AM
 
Excellent. I should be able to pick up and play tonight.
 
IHT – London about to riot, up lux. Granary and growth in 10, but should be able to finish granary first.

Don’t see any notes of a trade on this turn in Bugsy’s log, so I dial up Mao and trade him CB for WC and 46g.

Even at max research, we will get writing in 37…

2510 bc (1) – Trade Korea Masonry, WC and 73g for IW. Seems steep, but want to grab it while I can. Unbelievably, we do have iron nearby, about 7 squares NE of London, close to where I discover a barb hut.

2470 bc (2) – Theo will give Wheel + 2g for IW. I’ll wait a bit to see if she can rustle up a bit more cash.

2430 bc (3) – Koreans begin the Pyramids. We find another island to their south. Theo has no more money this turn.

2390 bc (4) – Don’t know how much longer I should wait on the Wheel…

2350 bc (5) – Byzantines start Colossus. See some purple borders. The Indians.

2310 bc (6) – Can’t see any Indian units. Hopefully they’ll show up on F4. See another island far to the east.

2270 bc (7) – Indians don’t show up on F4. See some brown borders (Carthage? Russia?) Unfortunately can’t get across as they are 4 tiles away…

2230 bc (8) - :lol: The brown borders show up for our far eastern curragh as well. Theo killed some barb, so finally pull the trigger, getting her 27g and the wheel for IW. Sadly, there are no horses visible on our island.

2190 bc (9) – We meet Carthage. They’re up Myst, HBR, and Writing. According to the TechCalc, writing is twice as expensive as Myst. We still have 28 turns left, so I trade them IW straight up for it (they had 0g). Start research on lit.

2150 bc (10) – Granary completes, start settler. We could trade writing for Korea’s 108g, but I’ll leave it on the table for the next player. I run into a green city (Aztecs, I think), but there is no defender to talk to.

Recap: Lots of trading opps in this game. Should meet Aztecs and Indians next turn (finally!). We have iron but no horses. There are at least two barb huts on our island, but I didn’t dare attack with our one regular warrior. After the settler, hopefully we can get an archer or two out.

Red are barbs, yellow are GH’s, blue is iron.
RBC_ironbarb.jpg


On this one, I just tried to distinguish civ locations, using their designated colors. (be nice, I'm no artist)
RBC_mini1.jpg


>>>SAVE<<<
 
Looks like a nice bit of trading.

Probably a good judgement call on Lit before Philosophy also, since the AIs research so much faster than us.

As to writing, it is very close which is faster, max or min research. When I started it, we got 44 turns if I put the citizen on the lake, and 50 if on the road. I thought that once we got to size 2, we could make it up by the extra gold we got from the next roaded tile. I didn't count on our expenses growing fast, and eating up our income.

Grimjack
 
Well, we're in the enviable position of being the middleman, for right now. Probably won't have anywhere near the same number of opps when people start meeting each other, so we have to strike while the iron's hot. :)

As much as I would have liked philo, it was going to take 50 turns at max research, so I didn't think we had a chance. The only techs we could have done in less were Mysticism and HBR, IIRC.

EDIT: I left the slider on max sustainable research, I was not sure if we were OK with 50 turn gambits. Since we're only a turn or two in, the next person may want to adjust it down.
 
I do believe the next player would be Microbe. Time to put on your cape :D
 
preturn: I lower sci to 10% still get Lit in 49 turns. We are quite pethatic territory wise. Not even a second city in 2150BC?

(1)2110BC: Lux is 40%.

Alphabet to Aztecs for Mysticism. He should know Carthage.

IBT Barb horse attacks our warrior and loses.

(2)2070BC: We meet India. We are up 4 techs. I sell Warrior Code to it for 135g. Writing to Aztecs for HBR+20g. We are at tech parity.

(3)2030BC: ZZZ

(4)1990BC: Our settler is built and sent to south.

I don't know what to do with these tundra. Fishing villages not allowed, huh? What's good for these size-2 towns, if not just building workers?

(5)1950BC: ZZZ

(6)1910BC: We found York.

(7)1870BC: ZZZ

(8)1830BC: there is a nice island west to india and I hope we can settle there.

IBT China starts Colossus.

(9)1790BC: No new tech, nothing. I have a feeling that we should have gone for Philosophy..

(10)1750BC:

I establish embassy with Byzantines as it's seafaring. It's size 4, 1 lux, 3spt building Colossus in 32 turns. Two spearmen. 2fpt. She doesn't know anybody except us.

For the same reason I establish embassy with Carthage. Size 4, no lux, two NM, 8spt building Pyramids due in 27 turns. 3fpt. Carthage only knows Aztecs.

We could sell a tech to Korea and get 108g, but since it's quite isolated, I am not worried it could spend that money anywhere else, so I wait for it to come up with a tech.

We badly need more workers. I suggest the third town or York start one at the next opportunity.
 
I don't know what to do with tundra, but I'll throw one for discussion. There is one dot on the barb camp which wasn't meant to be there. I am also not sure if we should favor settling on hill or tundra, but I chose the latter for the dotmap.

RBC16-1750BC-dotmap.jpg
 
Whoops

(2)2070BC: We meet India. We are up 4 techs. I sell Warrior Code to it for 135g. Writing to Aztecs for HBR+20g.
* We do not execute nfer trades. One tech per turn, maximum, to be acquired via trade.

I think the lack of a worker in the start is a good portion of the reason our second city is only just getting founded.
 
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