Charis
Realms Beyond
RBC3B - Ancient Mediterranean Mayhem - Persians
This game is one of four running on the Rise of Rome Conquest,
seeking to experience each of the four playable civs and to
compare their different situations.
Scenario: Rise of Rome Civ: Persians
Difficulty: Deity Goal: Domination Victory before 130 turns
Roster
------
Charis
Rubberjello
hotrod0823
Sir Bugsy
gormdragan
All exploits listed at RBCiv are off-limits
10 turns per player at all times
24/48 rule is in effect for "got it" message/playing turns
Players may read other RBC3 threads on other civs
Starting position:
A few items of interest are shown with white or red lines/circles.
Units:
1 Settler, 9 Worker
9 Archer, 3 Horsemen
17 Spearmen, 4 Galley
1 Army (Darius!)
4 Immortals (woo!)
Cities and Resources:
16 cities, all size 3-5, 11 have rax (not capital?!)
Greece has 15, size 2-5.
3 iron, 1 horse, 2 lux. Shields run from 1-11 per city, total ~72
Tech and Winning Conditions:
The tech tree is rather different, so take a look at it. With only 130 turns
max in the game, unless the other civs are research hounds, we won't see many
new ones. We're in an Oligarchy gov, one tech from Monarchy. More important
we're two techs from "Heavy Cav" which are a sweet 5 attack 2 speed. I would
think we head there. (Philosophy first for free tech would be an alternative)
The objective is 20% of area and 50% of population for a modified domination
victory. Winning the war with Greece and taking all their land is a virtual
must. I think we have a Barb tribe nearby too?
Egypt with its large area, good food and small size will make for a
tasty morsel at some point.
Startup pre-game:
- At 40 turns min, I find a very corrupt city and make one scientist.
- Any city with no barracks starts one, then if no spearman, starts one
- The city orders, squares worked, absurd deficit, and clowns in the capital
are like inheritting a Succession game from an extreme newbie
War Zone: :ripper:
There are four cities in "our" land in Asia Minor, and one
more beyond those is the gateway -- Byzantium. If we can take
and hold Byzantium the rest of Turkey will fall automatically.
Fail to hold it and we have a wide west front and trouble.
Three of our immortals are central/front, one is far-rear.
The settler is in our capital -- there is a decent island
near us which is empty and we have a boat near (Crete).
There's a larger and nicer island near Greece, that's Cyprus.
Darius army is in Melitene, which is about nine turns from
Byzantium. "Compared to Macedon our army is weak."
Egypt has just 5 cities, and we're "strong" compared to them.
Near the front in Asia Minor, discounting 1 spear to stay in
each town, we have spare: 4 archers, 1 spear, 2 immortal.
Adding in the next six cities after that, spare are:
5 archers, 2 spear, 3 immortal, 3 horse.
Plan, unless other input suggests differently: gather up a force
together near Byzantium, and capture that city, which will split
the Macedonian empire in two. Build an immortal army to do this.
Hold Byzantium, then capture the other cities in Asia Minor.
In the north consolidate and build up a fresh offensive force,
and in the south, roll over Egypt with some immortals. (If this
seems approprate at the time, but chances are equally good that
a second front would be bad - it depends how aggressive Macedon is)
Questions: do we want to build settlers and explore/settle more land? When?
Should we even pull some spears from the 'central'-back locations to get a
greater concentration of power for the battle of Byzantium? Do we enter any
alliance against Greece? If we ally with Rome does Carthage go to war with us?
(Do we care?) Vice versa? The only civ who could actually do something to them
in the near future is Rome. Do we try to trade around?
Not that it should matter, but here is the starting game file
I'll be playing the first turn today, so speak up soon if you have any thoughts...
Charis
This game is one of four running on the Rise of Rome Conquest,
seeking to experience each of the four playable civs and to
compare their different situations.
Scenario: Rise of Rome Civ: Persians
Difficulty: Deity Goal: Domination Victory before 130 turns
Roster
------
Charis
Rubberjello
hotrod0823
Sir Bugsy
gormdragan
All exploits listed at RBCiv are off-limits
10 turns per player at all times
24/48 rule is in effect for "got it" message/playing turns
Players may read other RBC3 threads on other civs
Starting position:
A few items of interest are shown with white or red lines/circles.
Units:
1 Settler, 9 Worker
9 Archer, 3 Horsemen
17 Spearmen, 4 Galley
1 Army (Darius!)
4 Immortals (woo!)
Cities and Resources:
16 cities, all size 3-5, 11 have rax (not capital?!)
Greece has 15, size 2-5.
3 iron, 1 horse, 2 lux. Shields run from 1-11 per city, total ~72
Tech and Winning Conditions:
The tech tree is rather different, so take a look at it. With only 130 turns
max in the game, unless the other civs are research hounds, we won't see many
new ones. We're in an Oligarchy gov, one tech from Monarchy. More important
we're two techs from "Heavy Cav" which are a sweet 5 attack 2 speed. I would
think we head there. (Philosophy first for free tech would be an alternative)
The objective is 20% of area and 50% of population for a modified domination
victory. Winning the war with Greece and taking all their land is a virtual
must. I think we have a Barb tribe nearby too?
Egypt with its large area, good food and small size will make for a
tasty morsel at some point.
Startup pre-game:
- At 40 turns min, I find a very corrupt city and make one scientist.
- Any city with no barracks starts one, then if no spearman, starts one
- The city orders, squares worked, absurd deficit, and clowns in the capital
are like inheritting a Succession game from an extreme newbie
War Zone: :ripper:
There are four cities in "our" land in Asia Minor, and one
more beyond those is the gateway -- Byzantium. If we can take
and hold Byzantium the rest of Turkey will fall automatically.
Fail to hold it and we have a wide west front and trouble.
Three of our immortals are central/front, one is far-rear.
The settler is in our capital -- there is a decent island
near us which is empty and we have a boat near (Crete).
There's a larger and nicer island near Greece, that's Cyprus.
Darius army is in Melitene, which is about nine turns from
Byzantium. "Compared to Macedon our army is weak."
Egypt has just 5 cities, and we're "strong" compared to them.
Near the front in Asia Minor, discounting 1 spear to stay in
each town, we have spare: 4 archers, 1 spear, 2 immortal.
Adding in the next six cities after that, spare are:
5 archers, 2 spear, 3 immortal, 3 horse.
Plan, unless other input suggests differently: gather up a force
together near Byzantium, and capture that city, which will split
the Macedonian empire in two. Build an immortal army to do this.
Hold Byzantium, then capture the other cities in Asia Minor.
In the north consolidate and build up a fresh offensive force,
and in the south, roll over Egypt with some immortals. (If this
seems approprate at the time, but chances are equally good that
a second front would be bad - it depends how aggressive Macedon is)
Questions: do we want to build settlers and explore/settle more land? When?
Should we even pull some spears from the 'central'-back locations to get a
greater concentration of power for the battle of Byzantium? Do we enter any
alliance against Greece? If we ally with Rome does Carthage go to war with us?
(Do we care?) Vice versa? The only civ who could actually do something to them
in the near future is Rome. Do we try to trade around?
Not that it should matter, but here is the starting game file
I'll be playing the first turn today, so speak up soon if you have any thoughts...
Charis