RBCiv Conquests SG Discussion Thread

I would also be interested in a spot on Team D, if it's still open. It has been a long time since I played an SG, RBD8 actually (Sirian's Viking SG). But I have been wanting to get started again, and thought this would be a great way to get started on the Conquests. I just got the CD, and have started Mesopotamia, but held off on Rise of Rome for now.
 
Ack you beat me to it Justus_II :)

If you need any spares, consider me wanting. Any spot really.

Grimjack
 
Just checking back to see if the Macedon game is still a go, and when we would be getting started. (I have a four-day weekend, and after reading all the other threads, I'm ready to go!).
 
@Justus. Well you are ahead of me on that score. I've read some of the other threads but still have more to do. Arathorn did mention a possible start around Dec 1. I would expect to see it then. That works for me as I'm away for the next few days anyway.
 
I must say, having just spent enormous effort to wipe the blights formerly known as Macedonians off the map, that I'm quite eager to see how they do when led by humans (not only that, but a powerhouse team!)

How will the hoplites fare? How will the army fare? Will they share the same fate as AI-Macedon?! :eek:

Good luck :P
Charis
 
Charis,
I think if Team D, plays 50% better than the AI played Macedonia in our game, Persia will be toast. Things like actually placing three hoplites in an army, rather than one horseman. :lol: Those Hoplites have the potential to be very unbalancing in the early game in the right hands.

Bugs
 
Well RBC2 is over, a quick but fun win with the Phoenicians.
It demonstrated the following:
- In the Conquest scenarios, assume nothing! Lots of subtle but important changes
- In a scenario, the difficulty lvl is FAR less important than in a regular game,
as the AI doesn't get a huge jump on the player with no cities and more settlers.
Demigd is probably too easy across the board.
- In a scenario the games can be far quicker, and you're "in the action" much faster
- Being aggressive in exploration and sailing can have a huge benefit in tech/gold

We're playing Rise of Rome in a 4-way game exploring all the main civs. In my mind,
this is working great - I'm enjoying seeing the other civs perspectives, and especially
want to see how my 'locked war' foe will do in the hands of humans.

Anyway, with the players asking what's next, let's discuss that some.
(The end of post has 3 specific suggestions for those who like the bottom line.)
I would like to hold off Fall of Rome until after all Rise of Rome factions are
done. That scenario has *Elimination* as the goal (lose 8 cities to die), with
victory point scoring as well. There are eight barbarian tribes to choose from,
and all are Mil/Ind. The barb tribes have their own special research path, which
includes sacking, pillaging, and capturing those they defeat. The Roman empire is
actually two nations, East and West, each with about two dozen small cities plus capital.

Vizigoths are NE, Huns far NE, Celts NW on islands with city/settler mix, Franks N,
Vandals NNW, Anglo-Saxons far N, Ostrogoths ENE. The Sassanids (Persians, SE) are
special as they're not Barbaric, and have starting cities, not settlers. The Designer
Diary says that due to being compressed by the huns that "The Visigoths in the Fall of Rome
scenario are certainly one of the toughest start positions in the entire expansion pack."
(Anyone who knows me from Diablo knows I'm a huge fan of Goths :D )

- The Middle Ages follows up this action, in the Europe of Charlemagne. The goal is to
return holy relics to Jerusalem, and there are many civs: four Christian, four Muslim,
four Vikings, and the Byzantines. Mass Regicide and reverse capture the flag.

- Mesoamerica brings the 'features' of enslavement and ritual sacrifice, with the
Aztecs, Mayans and Incans as options, among three other dying tribes. Domination and
Cultural victory are the paths. The latter is with a twist -- culture pts are gained
not only by bldgs but by ritual sacrifice of captured foes. (Not just the Mayans either)
Incans are far South, Aztecs far North, Mayans in the middles. There's a lot of jungle
but jungle with 2.1.0 and easier to road.

- The Age of Discovery brings together Europe and the Americas, with a choice to play one
of the three American tribes for a cultural victory or one of five European powers seeking
to win by victory points returning treasure back home. Portugal begins in a GA, while others
have a UU to get one.

- Sengoku in Japan stands alone, as a Regicide game with eight player choices among 18 civs.
The map, tech tree, and and richess are all extensive. Looks like a good scenario.

- Napoleonic Europe allows the player the choice of 7 nations, with France for Napoleon or
Scoring is Victory pt, or domination victory.
There are locked alliances, *France+Denmark, *Brits+Norway+Portugal+Naples, and unaligned
*Austria, *Prussia, *Spain, *Russia, *Ottomans (and non-playable Sweden). This puppy is all
about combat. Cities are well-developed with special units and few techs to research.
There's the option of modding the scenario to make a lesser nation playable, at
considerable increase to difficulty. (Especially Denmark :P )

- WWII Pacific is naval combat at its best, with four sides, China and Commonwealth as
well as Japan and US. Victory pts are key to this scenario.

Some scenarios seem more suited than others for playing several teams as several
civs at once. Sengoku strikes me as a good potential RBCiv 'Epic'. The Pacific cries out
for at least two teams. Fall of Rome, Discovery, Middle Ages and Napoleon have more good
playable choices than we would have teams to field without burnout :P The Rise of Rome
is unique in its 'team' appeal in that each civ has a blood rival to compare itself to.

The following come to mind for next RB game following Mesopotamia.
1) Hit scenario 4, Mesoamerica, playing as the Mayans. If there are more players with
interest, we can do a second or third civ.

2) Stay in sequence, let the Roman duo complete first, and try a regular game now
with a new civ (other than Incans, featured in RBC1). Due to the major bugs in
the current version of the game, I'm not looking to go TOO far off the deep end
in terms of variants or difficulty, especially something that would be a long
drawn out struggle and time consuming, only to fall short due to a bug.

3) Play an open SG to help folks not overcommit themselves :P In the lines of Sirp's
old open SG games (Aztec jagged game, Egyptian war chariot crush) I would propose
picking a new UU that people have griped about as being too weak, or one of the worst
because of a despotic GA -- and making military action with that UU a focal point of
the game. Three-man chariot comes to mind as very solid, Endiku warriors also could
be potent, and the most doubtful of them all -- the Chasqui scout used offensively.
Sirp himself remarked: "The Chasqui scouts...uhh...I'm really dubious about. I'd
like to believe they could be really useful, but I just can't see it."
That's like waving a red flag in front of a bull! :P

Thoughts?
Charis
 
One thought on Mesoamerica. Forbid the one city culture victory. Victory comes @ 2000cp. With sacrificed workers @ 40cp each, this one is way too easy of a win. You can manage the win using this method without even seriously engaging the other playable civs. Not worthy of an RB game IMO. The other victory conditions should make for a good game.
 
I'd prefer to stick with the scenareos until the hideous FP and gpt bugs are fixed. I've no real prefernece, other than I'd also like to save sengoku for a patched version since it is the biggest and most like the standard game.
 
Mesoamerica is fun, but as Bam-Bam says, play it for conquest, or it is way easy.

Grimjack
 
Originally posted by Skyfish


Would the GOTM team play by the RBCiv rules ? :groucho:

:lol:
I played in the GotM23 SG (PTW team) and I'm currently playing the GotM24 SG (again PTW team). In both cases the PTW team have played RBCiv honourably :)

Sorry for the late response but I somehow managed to miss this thread the first time round.


Ted
 
My votes and observations:

Next: "Fall of Rome" with multiple teams just like the "Rise of Rome" scenario. I think it worked out great and by reading all 4 threads every nuance of that scenario can be discovered. A friend of mine already played "Fall of Rome" and mentioned that the "8 cities captured then collapse" rule is very intriguing, as suddenly the game goes from bitter conflict to a massive land-grab phase, then back into major conflict again.

Mesoamerica should be next.

I'm playing the Napoleoniac Scenario via a PBEM game, and am having a blast in it! Diplomacy is the name of the game in that one, and it sure reminds me of the original "Diplomacy" board game a lot, for some reason! :D
 
In coming up with an idea for the Mesoamerican scenario, initial
comments suggested:
- Overall the scenario is not a very hard one
- Unrestricted a culture win was extremely easy, but yet...
- Culture by sacrifice is the fundamental core of the game, and
avoid it would be missing the design of the scenario, easy or not
- Forbidden palace is of course broken, as are gpt deals, until the patch

I tried a OCC as Aztecs quickly, and found myself a factor of three
lower in culture than the main power of the game, and really had no
way whatsoever to counteract that. (Going bonzo for war from the very
first turn may have seen different results)

So in looking at these items and looking at the civopedia, here's
the design for this scenario.

RBC 4 - The Mesoamerican Mayans - A 5CC Scenario for C3C (Deity level, normal aggr)

Among the Mayans rose an influential but somewhat deranged leader known
as Weed-Jaguar, who had become far too fond of smoking a certain pungent weed.
He had a grand vision and philosophy that became the driving force for his
nation. "Our nation will have five great cities, one for each of the great
tribes on our continent. Chichen Itza is our native capital, and our own people
will shed their blood in devotion to make it great. We shall create one city for
each other tribe, and there will the blood of the people of that tribe flow as a
testimony to our cultural greatness and superiority. We shall show our supremacy
by being the envy of all other nations. In doing so we will neither take nor
receive credit from any nation, for amongst the wickedness of man, only gold is
of value, not a promise of later riches. Finally, we must enact a Blood Cult govt.

It's a 5CC so that: i) the lack of FP will be a total non-issue, ii) we'll need to
wage significant war to enslave workers to sacrifice, so limiting ourselves to
five cities will help keep this a challenge, iii) we have a chance with five cities
to develop enough culture for a civ-culture 7K win. *EACH* city however must have
a culture of 1000, making things a lot more interesting! That means that every civ must
be hit to reach 1K per city, that if we wait too long and let one civ die out things
will get very rough for us, and our capital will need to make some attempt at wonder
building to see it's own culture reach 1000. All settlers must come from capital.

Each of the non-capital cities must have a Sacrificial Altar, while this is not allowed
for the capital (which will never sacrifice any units). Pop-rushing is ONLY allowed in
the capital, and in fact at least one pop-rush must occur there (the blood of the native
tribe representing each city and ONLY that blood must be spilled.) City borders must
have zero overlapped worked-tiles. The cities closest to the capital SW and SE will
be designated for the two lesser tribes closest to us, while the two cities past them
will be designated for our biggest rivals, the Aztecs (Westernly) and Incans (Easterly).
We do not wish any foreigners to trample unwanted across our homelands, so when we have
enough units for it, we'll institute human walls to block entrance to our lands.

Here is our starting city, Chichen Itza.

RBC4-MesoamericanMayans300ADstart.jpg


We're scientific and industrious, starting with Masonry and Craftsmanship.

To players - read the Civopedia carefully, the differences are enormous. There will
be no irrigation, for example, until the next era. With Espionage near end-of-game
comes a 5.3.2 Silent Hunter with Stealth. Enslavement can be carried out by our
Jav Throwers, the Aztec Jagged Warriors, and the Incan Chasqui Scout. All are 40 hp,
2 attack. Jav has 2 def, Jaggs have 2 move, Chasqui have all-terrain-as-roads. One
third of their victories will capture (enslave) a unit, to be used for sacrifice.
Note the jungle is two food, one shield! And we can build a jungle road in just 3 turns.
Keep in mind there is a turn limit of 175 turns. First player will go 15 turns,
then 10 turns each after that. (In this scenario we can buy workers, but may not
sacrifice them if bought)

As for what other games next, I'm expecting Fall of Rome, preferably multiple teams. Hopefully Sulla will return soon, and he may have thoughts on that. That wouldn't start til all Rise of Rome teams are done.

Roster:
I'll start it off, we're looking to have 4-5 players total. Sign up if interested. (Preference to those who have already expressed interest, e.g. Speaker, who would like to join) With the turn limit, we're really talking 3-4 turns per player, so I don't think it should overtax anyone!

Charis

PS First turn is done actually, I'll open thread as soon as I get the signups and any comments/requests for rule modifications.
 
I'd be interested in playing RBC4. But I have zero experience in 5CC games, so if more experienced players in that variant come along, I wouldn't mind being bumped too terribly much.
 
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