RBD12 v2.0 - Roman Conquest!

Sirian

Designer, Mohawk Games
Joined
Dec 20, 2001
Messages
3,654
Location
Pennsylvania, USA
This is a custom map scenerio designed by Sirian. The original RBD12 game developed an unexplainable fatal save game error and was lost to the dustbin. A new patch has arrived and a new editor, so I have made an all-new Tiny map on the same general theme. Going to give this one more shot.

Civ: Romans
Difficulty: Monarch
Map Size: TINY
Opponents: Eight! (8!)
Rules: Standard
Turns: 10 turns, 24/48 rule.
Patch: 1.21f

Victory Condition: Only CONQUEST is enabled. :skull:



All other information is classified. :cooool:


Roster:
Zed-F
Jaffa Tamarin
LKendter
Architect
Sullla
meldor


If it doesn't work this time, I'm butchering the editor. :ar15: :crazyeye:

- Sirian
 
Well on a tiny map....

I think I could handle mm everything every turn.
Sign me up.

I doubt tiny map will ever get like LK21 and 6 hours for 10 turns, or 30+ minutes in the open Chinnesse game that I can't stop playing.
 
Sounds fun - I wanted to play in the original RBD12 but it filled up too quickly. That game's untimely demise was a real tragedy. I'm guessing that we can expect to see something different this time from the map (in the last game, each of the 8 civs started on their own small island) though I have no idea what that will be.

Tiny maps are fun though since they don't take too much time to play. And the Romans have always been my favorite historical civ :)

Count this as an "I'm in" post.
 
Confirmed.

I may not play tonight though, as I think I'm up in ZF1. (Am about to go check...)
 
4000 BC (0): We're on the river, and we're on the coast; anywhere I move our settler will give up one or the other of those. Peering under the fog I don't see a lot of potential for us to improve our starting food situation unless there's more grassland to our north. Should I sacrifice one worker-turn to move him on to the mountain so I can be certain I want to found where our settler stands? I figure the intel is worth it, if we can get a bonus food tile into play. The result -- more grass and some incense, but nothing worth losing coastal access for. Good to know; we found Rome right where we stand. Our city vision radius reveals a goody hut nearby! We set science to 100%, start researching Ceremonial Burial, and start building a warrior-scout. Ceremonial Burial is due in just 8 turns -- we have 4 trade already due to river access and being Commercial. Unfortunately, we are getting just 1 shield per turn.

3900 BC (2): Our worker starts irrigating an Ivory tile.

3700 BC (6): Our worker is done irrigating and starts a road. We swap our citizen from the closest grasslands tile to the Ivory tile to keep our 2 food per turn but get some extra production and trade.

3650 BC (7): Micro our research to save 2 gold. Next up is Pottery -- we need a Granary fast!

3600 BC (8): Our warrior is done & starts for the goody hut. We start a second warrior-scout, but might change depending on the goody hut contents. Science boosted back to 100%, Pottery in 7.

3550 BC (9): Next Good Tile in range is the other Ivory tile. Unfortunately, I have to irrigate (and road) a regular plains to get there, while if I stay by the river I can get 2 plains with one extra commerce each done sooner; moreover, I can only get 2 commerce out of the Ivory tile while in despotism anyway. Hmm, decisions. I decide to pop the goody hut first -- guess what, barbarians! How lucky for us, and there's absolutely NOTHING we can spend our gold on. Hmm, maybe our worker had better just stay where he is for the moment...

3500 BC (10): Our warrior fights off 2 barbs, losing 1 HP and promoting to veteran. We lose 12 gold as the last barb ransacks our capital. The people are so happy to be rid of their filthy lucre that we subsequently grow to size 2 and our culture radius expands. :crazyeye: I consider swapping to settler immediately, as we'll grow in 10 turns and a settler will be done in 13; with more irrigated plains online we'll actually be done the settler sooner than that, but probably not before we grow, so I go ahead with the settler build. Our worker moves via road to the other side of Rome in order to irrigate there next turn.

3400 BC (12): Oh look, another goody hut! Lets see what happens this time.

3350 BC (13): Great, a deserted village. How useful. Looking at F11, we're up against Egypt, English, Zulus, Iroquois, and Chinese, among others -- lots of expansionist civs getting good pops from huts -- and we're 9th in terms of population. A rocking start to be sure :p but not much I can do about goody hut luck and not having any bonus food sources. Our river doesn't even go through the nearby desert, so there's no flood plains. I micro research on Pottery so we have 2 coins to rub together.

3300 BC (14): We finish Pottery and start Bronze Working (cheapest available tech, on the road to Iron Working = Legions) at max rate, due in 8. Our warrior has finished exploring the course of our short river (directly away from the closest coastline to its source, and through mountains to get to the other coast, go figure :) ) and starts heading north to try and find a decent spot to build a city...

3200 BC (16): Our scouting warrior spots a gold mountain and a grasslands cattle off to the west. Looks like a pretty good spot for a city!

3000 BC (20): We grow to size 3. An Egyptian warrior shows up across the strait from Rome. We make contact! Cleo's polite with us, but she won't trade us Masonry for anything but Alphabet, which is a bit of a deal for her (80 beakers for Alphabet to 64 for Masonry) so I pass for now; maybe we can make contact with someone else and lower the cost on Masonry a bit. Bronze Working is reduced by a turn to 1 turn, but not 1 gold cost, so we will need to finish it off ourselves.

2950 BC (21): Looks like encountering 1 opponent civ of 8 does not lower the research cost of a tech by very much; we can research Masonry in 12 turns or the Wheel in 13. Iron Working is at 20 turns, but if this map is anything like the previous RBD12 incarnation we won't be fighting anything other than barbs for quite a while yet, and spears should do for them. So instead, I pursue Writing to get us to Mapmaking at our earliest possible opportunity. We NEED harbours, and getting some exploring going to contact other civs and bust fog will be a great boost as well. We probably won't need more than 12 tiles to work for any city, since the game will be over before the Industrial age, but most of our food is going to come from the coast. I consider sending our settler over to the cattle/mountain, but further exploration has revealed that there's not much arable land over there either. Instead I send our settler along the coast to the NW, as there's a strip of grassland we can use for modest growth and a couple bonus grasslands to help production.

2550 BC (30): Not much happens; we found Veii on the coast and start building a warrior for barb defense; we could swap that to a worker or a granary as both are urgently needed, but right now we just have one warrior, and he's exploring, so we probably ought to have at least ONE more... :) Rome is halfway through its granary, and I wouldn't even consider whipping since we can only get 20 shields now, plus we need the pop far more as a settler/worker. Writing is in 10 turns. Our worker has yet to move; it could move S to improve another tile for Rome, which it will be able to use shortly after the granary is done, or it could move N and start building a road toward Veii to improve some of the bonus grasslands there.

As far as defensive troops go, I'm perfectly happy to stick with warriors and concentrate on food-enhancing infrastructure. We will eventually be able to upgrade those warriors to Legions...
:hammer:

save file

I've put together a dot map in a sort of RBD13-esque fashion in order to try and get as much grassland as possible within our borders without having to build temples. Until we get a fair chunk of workers out there irrigating all those plains we are going to be really stuck for even break-even food, never mind rapid growth. Blue dot is our only city capable of more than 2 food surplus, and then only if it stays quite small. It should probably be designated as a worker factory as soon as it gets founded, which right now looks to be as soon as Rome can pump out a settler after the Granary is done. Pink dot is more of a long-term project; it's on a river for long-term growth past 6 but there's no arable land around at all without irrigation. It could move to the other side of the river but then it would have even fewer plains available. :)

In some ways this situation is even worse than RBD23 for food because, although we do have fresh water available, we have fewer grassland overall, we don't have cheap temples, and we can't whip anything for 39 shields, so we're going to take a lot longer to get quality tiles in our city radius and to get food-enhancing structures built. Of course, in the long run, the fact that we actually have available fresh water is a big improvement, but it will take us quite a while to realize that across our territory.

 
Zed-F
Jaffa Tamarin <<-- UP
LKendter <<-- On Deck
Architect
Sullla
meldor

Couple more points:

Barbs are unknown. Could be a threat, could be not. They don't seem to be any tougher than usual for Monarch when encountered, at least. Haven't spotted any that didn't come from a goody hut yet, at any rate. Maybe if we're lucky they'll be sedentary and we'll be on an island so we won't have to worry about military at all until mapmaking. That would help with our need for infra just to get enough food to grow... :)

Yellow dot is a potential far-off-in-the-future city site; the terrain isn't much better than elsewhere, and moreover it's probably going to be pretty corrupt as it's a second-ring city (remember, this is a tiny map -- corruption is hugely magnified!) It will probably be ok with a courthouse in a non-despotic government, but pretty lousy beforehand. We could try to split Yellow dot into 2 cities but I'm not convinced it would be worth it -- more cities = more corruption (and we have a low city limit), and this land's not close enough to the capital to be worth going through contortions to use all of it plus all the coast/sea tiles too.
 
I will be skipping games for a bit.
Even the biggest civs junkies have 1 limitation - a working PC.
I have to ship my PC back for repair :(

Right now my schedule is (USA east coast time).

Wed Night - Playing
Thur Night - No PC, can't play.
Fri Night - No PC, can't play.
Sat All day - some PC access, will see what I can complete.
Sun All day - No PC, can't play.
Mon Night - Question Mark - might have the laptop back - no guarantee.
 
Caesar Brutus awoke from a short nap. "Hmmm," he pondered. "What happened to our glorious empire?" Surely there had been more than two Roman cities when he went to sleep...

Rome spent ten turns building a granary. Veii built a warrior, who proved his worth by defeating no less then TWO vicious barbarians, and promoting to veteran. Our worker completed the road to Veii. Our wandering warrior almost completed his circumnavigation of our island. And we learned how to write.

Veii has started on a granary. Feel free to have better ideas :)

And that's about it.

2150BC

Lee is up, if he can squeeze in a game tonight.
 
Pre-turn - Obviously going for the fast growth city plan.
Incense and Ivory - Powerful luxury start.

(1) 2110 BC -
(2) 2070 BC -
(3) 2030 BC - Cash to low ($5), science to 90%.
Rome orders settler - keeping Farmers gambit going.
Our warrior DIES trying to kill a barb camp.
Rome switches to warrior.
(4) 1990 BC -
(5) 1950 BC - Warrior completed - order settler again.
(6) 1910 BC -
(7) 1870 BC -
(8) 1830 BC - Kill yet another barb - No promotions yet.
(9) 1790 BC -
(10) 1750 BC - The RnG hates me - another warrior can't kill barb camp.
Recall the warrior that was heading toward the other camp.

Summary - Lousy ten turns with the RnG.
Or did Sirian put Walls in the barb camps?

Next person can decide - keep going with Rome Settler, or spearman.
Or settler and wait for escort.


http://www.civfanatics.net/uploads/RDB12-1750BC.zip
 
Originally posted by LKendter
Summary - Lousy ten turns with the RnG.
Or did Sirian put Walls in the barb camps?


And he's crazy enough to do it too... [dance]
 
1750BC (0) - I leave things as they are.

1725BC (1) - Our worker completes a mine near Viee and begins construction of a road.

1700BC (2) - Egypts gain pottery from somewhere as they didn't have it the turn before.

1675BC (3) - Nothing

1650BC (4) - Settler in Rome is built. I'm going to risk sending him down to the ivory city site. Our worker starts another mine. Science is lowered by 10% and we still get mapmaking in 8 turns

1625BC (5) - From the mountains near Rome, our settler does not see any barbarians.Increase science by 1 and get mapmaking in 6 turns.

1600BC (6) - Barbarians move on Veii, I send the warrior to attack them. Our warrior wins, and is promoted to a veteran but we lose two hp in the process. Our warrior is attacked by barbarians and survives.

1575BC (7) - Our settler arrives at the ivory city location and will found next turn. Our warrior moves towards Veii to heal.

1550BC (8) - Antium is founded and begins construction of a warrior to defend against the barbarians. We can drop science to 70%, someone else may have found or discovered mapmaking already. I change rome to produce a barracks so we can begin making veteran units. I change veii to a warrior to get a unit to defend rome quicker.

1525BC (9) - Mapmaking in 2 turns.

1500BC (10) - Warrior Completes in Veii. Switch Rome to worker, veii to settler. Drop Science to 50%. Send workerto work grassland near Rome. Rome's cultural influence expands.


http://www.civfanatics.net/uploads/RDB12-1500BC.zip
 
Our leader name is Junius Brutus II? That had better not be a reference to Marcus Junius Brutus - I'm not a fan of Caesar's murderer at all. Much better if it refers to Lucius Junius Brutus, founder of the Roman Republic in 509BC. Anyway, on with the game!

(0) 1500BC I note that there are no specific orders left to me, so I decide to see what comes my way. We've got good food production, but few shields and very, very little military. I leave the production orders as is, since Antium needs a warrior for defense, 1 worker is not enough, and we need more settlers. Only change is to send a fortified warrior against a barb camp; this seems to be raging barbarians and the last thing we need is for a massive uprising. Overall a plesant change from the Deity GOTM7 though!

(1) 1475BC Mapmaking completes. The next choice is between iron working, masonry, wheel, or mysticism. Since we are not going to get any techs from goody huts, Pyramids are hardly helpful on this map, and I think that we'd rather see the location of iron than horses, I go with iron working. I also see that Architect left me a warrior on goto. Please don't do this... Cleo will offer nothing for our world map, so no deal. They have 4 techs we don't; with no contact and only monarch difficulty, at least 1 has to be from a goody hut they popped.

(2) 1450BC Worker produced in Rome; he begins sending a road and irrigation to Antium (will take a while...) Rome begins galley, which will be critical to us getting contact with other civs first. A barbarian camp near Veii is dispersed, netting us 25 gold. Maybe now we can make a deal..? Cleo wants alphabet, world map, and 35 gold for the Wheel, her cheapest tech. Yeah, that's "fair." :rolleyes: We'll pass.

(3) 1425BC Antium finishes warrior, and just in time as a nearby barb camp spawns a new conscript. It switches to galley, though the next ruler will have a chance to veto that if desired.

(4) 1400BC The Zulus have completed the Colossus... Is this really a monarch game? I'm beginning to think that Sirian has edited the rules to up the difficulty. The AI NEVER builds a wonder that early on Monarch, especially not the Colossus. Egypt has 5 cities to our 3, and we had good land AND have been going famer's gambit for the most part. Egypt is also 4 techs ahead with no contact from any other civs, and we have been going max research almost the whole time. I cannot remember a Monarch game where the AI was doing this well in 1400BC... Is something going on here Sirian? ;)

In more mundane news, Antium is about to be attacked by a barb next turn. The warrior I sent out into the fog finds another barb settlement this turn: almost certainly raging barbs set. We definitely need to keep venturing out into the fog to prevent a massive uprising.

(5) 1375BC As expected, Antium defends against the barb, but the regular warrior does not promote. Two more barb battles to be fought next turn.

(6) 1350BC Our veteran warrior fortified on a mountain BARELY defeats an attacking conscript barb warrior (1hp left). On Monarch, we should be getting a 100% combat bonus against barbs, which when combined with a warrior fortified on a mountain equates to roughly 5 defense against 1 attack. So I'm guessing that perhaps the "vs. barbarian" combat modifier may have been changed by Sirian. That might explain a few things... or I'm getting paranoid. Our other battle against a barbarian camp is a win with no hp loss (and a promotion to vet - sweet). I also upped the luxury tax to prevent Veii from revolting; it completes settler in 2 turns, so we are taking a short-term 1gpt loss.

On the trading front, I decide to use the 50g we got from sacking barb camps to get a look at the Egyptian territory map. I get it for 37g. Some might call this :smoke: but I place a high priority on information, and frankly we can't do all that much with gold under despotism anyway. Egypt has 5 small cities, a lot of jungle (making their expansion pretty impressive; almost no good land), 3 sources of incence, and a mind-boggling 7 gems (!). Looks like they've got the world supply there... the whole thing is close enough to be pretty productive if conquered, or a good FP site. Egypt is probably the first target for conquest down the road.

If I sack another barb camp, I'm going to establish an embassy to check things out :)

(8) 1300BC Veii completes a settler; I choose warrior next because we are critically thin on military just on barb defense. And because warriors upgrade to legions. Luxuries dialed down, naturally.

(9) 1275BC Rome produces galley :) I set it to settler, subject to change; we need to settle our island first before the Egyptians start sending galleys over to claim it.

(10) 1250BC Another barb camp sacked! Our island is clear at the moment. I suggest pulling back the warriors to let a few more camps develop, so they can be sacked for more gold. Workers complete their current projects, and move on to continue hooking up Antium/future city with roads and irrigation. Settler is one space away from blue dot location; found there in 2 turns. All production is subject to change in the future. We get iron working in 2 turns, and the location of it will be important to claim early.

I also blew 28g on an embassy in Thebes this turn. Almost certainly :smoke:, but I wanted to check up on whether Sirian had been messing with the editor. Verdict: I apologize for distrusting the game creator - the game is definitely on Monarch settings. My stupidity... :suicide: Now we should definitely save money for a large scale warrior -> legion upgrade. Is it any consolation that I leave the treasury at 25g versus the 6g when I got it? :D

THE GAME: RBD1250BC
 
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