Charis
Realms Beyond
RBC6 - Scrappy Scientific Sumerians (Demigod)
This is a mix of ideas from previous SG games of Defiance and Self-Research.
It will be a C3C patch 1.12 standard size Demigod SG, Continents (70/30),
restless barbs, random climate with the following variant rules:
We're scrappy...
- Must NEVER give in to tribute
- Any foreign unit spending more than 1 turn in our territory must be given the boot
- No RoP or MPP
We're impressed by science...
- May never purchase tech with cash/credit. We can trade straight tech for tech, or sell
our own techs, but not include any cash/resource payment in any tech deal we make.
The emphasis is on self-research, although Great Library, espionage, peace tribute
tech, and goody huts are other sources.
- Any sci leaders must be used for an age of science
- Preferred victory is space launch (all are enabled)
Also, I was going to re-roll to get all non-scientific opponents, but was fortunate
to see that happen on the first try. It's a good start at that:
Roster: TBA 24 turns 'got it', 48 hrs after that to finish turn
I'll start us out with 40-50 turns, to be followed by 10-20, then normal 10.
If interest is either too high or too low this can be run as an 'open' SG, but
4-5 players in a regular game would be best. The holidays are over and I'm going to
be stricter on this games than others to try to reign things in a bit
Charcamesh was a short man, but a scrappy man, and one who excelled in science.
He sought to build a great nation where the science and arts could flourish,
but knew that the world was rife with bullies. So he devised a special scrappy
warrior, known as the Enkidu, who would take no guff from bullies, and who would
enforce the peace. Charcamesh loved to study, and thought knowledge should be
free (for us at least).
4000 - River start, cattle in sight, sounds good. Worker moves onto cattle,
and with no pressing reason to move, we found at the start. We're delighted to
see not one but two wheats!! Settler farm to the max, folks. On top of that,
we're agricultural to boot! Starting techs are Bronze and Pottery, and we'll have
to research all our own. Normally I would take Iron Working as a good tradable
second tier tech, but it's a tough choice here. Could try Masonry and the
Pyramids emphasizing agri, or beeline alphabet, writing, literature. Or head
for Philosophy and early republic. Given that we'll be denying tribute, we'll
need 'some' better attack unit. Since 100% rate at Iron is still 50 turns,
we'll go min sci, then go after the first tier techs rather quickly with a few more
cities. We'll also start with an Enkidu warrior or two to start exploring.
3500 - Our west-going Warrior sees sea, and we might have our own not-too-large
island. Next turn we hit a hut, three barbs. Two promotions from that.
With four Enkidu warriors out, we start a granary.
3150 - A hut gives us Ceremonial Burial (oh well, the cheapest)
3000 - Happiest nation list: Egyptians, Iroquis, English, Zulu, Aztecs,
Mongols, Hittites, Sumerians.
2750 - First settler ready, and it's looking more and more like we're alone.
The settler moves for a coastal river spot that can share the wheat, and a fish.
Ur will slip in a rax, then alternate settlers and Endiku's.
2710 - Aha!! We're not alone! I see an Iro warrior, with Alphabet and Wheel,
and lacking Ceremonial Burial. We can't get a straight tech trade unfortunately,
but can get 60g for it, and we do. Their present confirms the barracks queue.
2670 - Sumer is founded and starts a worker.
2550 - Ur can do a settler or a worker next. It's at 10spt, just hit size 7.
2430 - Settler done, worker started. Blue borders seen across a narrow sea to
our west. But no land visible, can't spy them.
2390 IBT two barbs attack our Enkidu in the mountains It's now elite.
Sumer starts a temple for a needed expansion.
2350 - Iro are starting the Pyramids in Salamanca. Might be better to let THEM
build it then take the city
2230 - Lagash is founded up river. Not alone indeed - the English are further
up North than the Iro, and they have Alphabet, Iron Working and Wheel. Iro have all
of those plus Masonry.
2110 BC - Well cool, a settler wants to join our nation
He moves to a spot where it will pull in gems after expansion. He can stay there
or move one more SE for immediate gems and what seem to be hills to the SE.
Our two Northern explorers are just in or about to be in enemy territory for
a few turns, and try to see what is past them. The Iro seem to be growing like weeds.
They've both picked up Warrior Code and both now have Masonry. London is on Colossus.
The map above includes a few red dots at the very top,
This is a good point to pass it on to our next leader, whoever that may be
Swap Ur to settler or keep churning out one Endiku per turn, taking advantage of
its 10spt. Also feel free to take back the wheats from Sumer.
RBC6 Save file 2210
Please respond here (or in RBCiv Discussion thread) if interested. Our next
leader will go 10-20 turns as desired, then 10-15 and even years, then 10 each.
Charis
This is a mix of ideas from previous SG games of Defiance and Self-Research.
It will be a C3C patch 1.12 standard size Demigod SG, Continents (70/30),
restless barbs, random climate with the following variant rules:
We're scrappy...
- Must NEVER give in to tribute
- Any foreign unit spending more than 1 turn in our territory must be given the boot
- No RoP or MPP
We're impressed by science...
- May never purchase tech with cash/credit. We can trade straight tech for tech, or sell
our own techs, but not include any cash/resource payment in any tech deal we make.
The emphasis is on self-research, although Great Library, espionage, peace tribute
tech, and goody huts are other sources.
- Any sci leaders must be used for an age of science
- Preferred victory is space launch (all are enabled)
Also, I was going to re-roll to get all non-scientific opponents, but was fortunate
to see that happen on the first try. It's a good start at that:
Roster: TBA 24 turns 'got it', 48 hrs after that to finish turn
I'll start us out with 40-50 turns, to be followed by 10-20, then normal 10.
If interest is either too high or too low this can be run as an 'open' SG, but
4-5 players in a regular game would be best. The holidays are over and I'm going to
be stricter on this games than others to try to reign things in a bit
Charcamesh was a short man, but a scrappy man, and one who excelled in science.
He sought to build a great nation where the science and arts could flourish,
but knew that the world was rife with bullies. So he devised a special scrappy
warrior, known as the Enkidu, who would take no guff from bullies, and who would
enforce the peace. Charcamesh loved to study, and thought knowledge should be
free (for us at least).
4000 - River start, cattle in sight, sounds good. Worker moves onto cattle,
and with no pressing reason to move, we found at the start. We're delighted to
see not one but two wheats!! Settler farm to the max, folks. On top of that,
we're agricultural to boot! Starting techs are Bronze and Pottery, and we'll have
to research all our own. Normally I would take Iron Working as a good tradable
second tier tech, but it's a tough choice here. Could try Masonry and the
Pyramids emphasizing agri, or beeline alphabet, writing, literature. Or head
for Philosophy and early republic. Given that we'll be denying tribute, we'll
need 'some' better attack unit. Since 100% rate at Iron is still 50 turns,
we'll go min sci, then go after the first tier techs rather quickly with a few more
cities. We'll also start with an Enkidu warrior or two to start exploring.
3500 - Our west-going Warrior sees sea, and we might have our own not-too-large
island. Next turn we hit a hut, three barbs. Two promotions from that.
With four Enkidu warriors out, we start a granary.
3150 - A hut gives us Ceremonial Burial (oh well, the cheapest)
3000 - Happiest nation list: Egyptians, Iroquis, English, Zulu, Aztecs,
Mongols, Hittites, Sumerians.
2750 - First settler ready, and it's looking more and more like we're alone.
The settler moves for a coastal river spot that can share the wheat, and a fish.
Ur will slip in a rax, then alternate settlers and Endiku's.
2710 - Aha!! We're not alone! I see an Iro warrior, with Alphabet and Wheel,
and lacking Ceremonial Burial. We can't get a straight tech trade unfortunately,
but can get 60g for it, and we do. Their present confirms the barracks queue.
2670 - Sumer is founded and starts a worker.
2550 - Ur can do a settler or a worker next. It's at 10spt, just hit size 7.
2430 - Settler done, worker started. Blue borders seen across a narrow sea to
our west. But no land visible, can't spy them.
2390 IBT two barbs attack our Enkidu in the mountains It's now elite.
Sumer starts a temple for a needed expansion.
2350 - Iro are starting the Pyramids in Salamanca. Might be better to let THEM
build it then take the city
2230 - Lagash is founded up river. Not alone indeed - the English are further
up North than the Iro, and they have Alphabet, Iron Working and Wheel. Iro have all
of those plus Masonry.
2110 BC - Well cool, a settler wants to join our nation
He moves to a spot where it will pull in gems after expansion. He can stay there
or move one more SE for immediate gems and what seem to be hills to the SE.
Our two Northern explorers are just in or about to be in enemy territory for
a few turns, and try to see what is past them. The Iro seem to be growing like weeds.
They've both picked up Warrior Code and both now have Masonry. London is on Colossus.
The map above includes a few red dots at the very top,
This is a good point to pass it on to our next leader, whoever that may be
Swap Ur to settler or keep churning out one Endiku per turn, taking advantage of
its 10spt. Also feel free to take back the wheats from Sumer.
RBC6 Save file 2210
Please respond here (or in RBCiv Discussion thread) if interested. Our next
leader will go 10-20 turns as desired, then 10-15 and even years, then 10 each.
Charis