RBD13 SG - Cretan Army Variant

Probably 2. I have a really hard time not saying 4 though, so I would certainly be happy there.
 
By the way... Charis, you only offered 13 city names. We'll be making lots of "New This" and "New That", and then into "This 2" and "That 2" before long. :) Unless you can come up with more.

Are you wanting to do the mod yourself? What about the Roster? Who's in? We're waiting on that info to finalize the roster for RBD12.

- Sirian
 
Here ya go...

Updated City List
Knossos
Vai
Malia
Gortyna
Littos
Stalis
Doxologia
Rafkos
Agios Mironas
Koutouloufari
Hersonissos
Loutro
Elena
Khania
Anastasis
Kyrie Eleison
Makritihos
Stakia
Keratos
Samarias
Paleohora
Maleme
Kisamos
Moni Prevelis
Plakias
Elundra
Zakros
Ierapetra

Updated Leader List
Leader List
Theseus
Perseus
Lady Ariadne
Jason
Hippolyta the Amazon
Andromeda
Herakles
Pleides
Orion
Auricus
Nikolas

Roster: I have the following down so far:
Charis, Arathorn, Jaffa, Meldor, Schnaard, Sirian, Warstrike, Xrang.

Remember, the first round will be 'a turn for everyone' but then it becomes 'grab-the-game' for those on the roster, taking a turn whenever they have time. So this certainly should not preclude anyone joining another game. I meant to ask Saitan and hear back from a few others, so that's not a 'full roster'. Full enough to start though!

(Carbon is observing, Ozy I think is too, and Sgrig had a post but didn't mention interest - if so, speak up :P Zed- did I forget or did you not post in here? Cy- can I put you down?)

For the rule in question, go with '2' (Any Mil or Industrious wonder, only in palace and FP city). Large map and about 40% land or standard map and high % land (probably the former)
Monarch? Or did you want Emperor? (I'm ok with either, base
it on which diff you were pre-testing and thought the challenge was tough)

As for who to do the mod... I would have time late tonight, but tell ya what, if either of these conditions hold true, please do it:
i- you have some time right now to do it and it wouldn't take long, or ii- the chance that a mess-up with a newbie mod-maker is too strong for a SG to risk. :P

Charis
 
OK, I did the mod. I changed nothing but the civ and the unit. This is altering the rules, though, so we get to play with the blocky science advisor links. :)

Players will need to do only three things:

1) make a second copy of the War Elephant folder under CivIII/Art/units

2) Rename this folder to "Bull Rider"

3) Go inside the folder and rename "War Elephant.ini" to "Bull Rider.ini"

When done, there should be both the original War Elephant folder (unmessed-around-with) and the new Bull Rider folder. It should look something like this:
 

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I started the game on the settings Charis suggested:

Large map, 40% land, Monarch.
Barbarians: Roaming
Enabled Conditions: Diplo, Space, Conquest

Roster:
Sirian
Charis <<<< up now
Arathorn << on deck
Jaffa
Meldor
Schnaard
Warstrike
Xrang

10 turns per player, and "grab the game" among this roster (subject to Charis moderations) thereafter. Possibly more to be playing? Wow, that would spread it out pretty thin. :)



4000BC: We start on a river, one tile away from the shore. I moved our worker to a bonus grassland on the shore, and find that there is one more coastal tile than I expected, so I decided to move our settler one tile to the west. GLORY! A flood plain wheat!

3950BC: Knossos founded, starts settler. (4-food tile = farmer gambit time for Sirian). Since we're on a river, we can do our own research at max science, so I opt to start us down the path to quick access to our Bulls: Ceremonial Burial.

3800BC: Our worker has mined the grassland. I swap us off the wheat, trading 2 food for 2 shields.

3700BC: worker has finished a road, I move him to the wheat. Beyond that wheat is ANOTHER flood plain wheat! (Shades of Rumble, our capital is going to be HUGE and grow very quickly).

3600BC: Knossos grows to size 2.

3550BC: Wheat irrigated, starts road.

3450BC: worker moves to second wheat.

3400BC: Knossos grows to size 3, I have to run 10% lux. Both wheat now in use.

3350BC: settler produced, start another. We have 7 food in the box. I run two rounds of the grassland tile.

3250BC: An english regular warrior passes by our settler, just a few tiles away from Knossos. We have ZERO military, but I am not concerned. (If by chance he attacks and wipes us out, RBD14 can start immediately :lol: ). With now 11 food in the box, I swap us to a wheat.

3200BC: Vai founded on the river, surrounded by EIGHT flood plains and one desert tile, but some hills to the north if another city can pull them into our borders.

3150BC: Knossos grows to size 2.

3000BC: Knossos grows to size 3, luxuries to 10%.

2850BC: Knossos grows to size 4, luxuries to 20%.

2750BC: Vai produces warrior, starts another. Now using that lone desert tile for extra shield (need to mine there). Settler produced at Knossos, lux back down to 0%.

2710BC: Knossos grows to size 3, lux to 10%.

2630BC: Knossos builds a warrior. Malia founded on the coast near some game, ooh nice spot. Starts barracks.

2590BC: Knossos grows to size 4.

2550BC: Vai and Knossos build warriors. Knossos starts barracks, Vai starts worker.


I researched ceremonial burial for us. Mysticism due in a couple of turns, then we head right on to Polytheism. (England may be in some trouble after that. :lol: ).

Knossos is growing like a weed. Skilled micromanagement of the luxury slider will be required. Would also be nice to scout around a bit and find some luxuries to grab and bring online. With the farmer gambit, I did all of zero exploring, which may no longer be the best deal with all the new upgraded goodies from the huts, but we are set to expand rapidly now. Keep those wheat in use! At least to the degree that the city keeps growing at its best rate (some extra shields can be squeezed here or there, I know Charis knows what I mean).

We need more workers soon, also, don't be afraid to train a few once we have some military scouts looking around.


- Sirian
 
Revised Rules -- RBD13 - Cretan No-Culture Challenge

Civ: Cretans
Difficulty: Monarch
Map: Large, 40% land mass
Opponents: 12 (Random, not culturally linked)
Landform: Continents
Barbarians: Roaming
Other settings: Random
Victory Conditions: Conquest, Diplomatic, Space

Scenario Mods:
- Zulus are replaced with the Cretans. Militaristic/Industrialist, start
with Broze Working and Warrior Code
- UU is the Minoan "Bull Rider", a 3.2.3 unit available with Polytheism,
no resource requirements. 50 shields to build, war elephant graphics. It is mounted and has Blitz ability

Variant rules for 'No-Culture Challenge'
- The *ONLY* cities with any culture at all are the palace capitol and the
Forbidden Palace city. With a palace in place these cities may build all small
wonders and any militaristic or industrious great wonders (Great Wall, Hanging
Gardens, Pyramids, Leo, SunTzu, Hoover Dam, Manhattan, Universal Suffrage)
- No cities may build a temple, cathedral, colloseum, library, university,
or research lab.
- Enemy cities must be razed, never captured
- An army must make the first attack on any enemy capitol
- Conquest is the players likely victory condition. (Domination disabled,
space and diplomatic enabled but more likely choices for AI)

Points to keep in mind:
- Every city except our two palace cities will potentially only have 9 squares
of control instead of 21. If they're placed four or less squares apart, however
the civ's border will merge for extra coverage.
- Keeping up scientifically will be tough, quite tough. Other nations will
look down at us, and we're high risks for cities 'flipping'.
- Trades will be made harder by our culture deficit as well

Roster and Turns:
The game will have a roster soon to be closed. Currently on roster are:
Sirian (started game)
Charis <<<< up now
Arathorn << on deck
Jaffa
Meldor
Schnaard
Warstrike
Xrang

After each player gets a turn we will go "grab the game" format!
After a save is posted a player may post "Got it!" and must post the
result *within 8 hrs* (you take the game when you actually intend to play it)
Up to 10 turns per player. I envision some moderating later to help those
who are not getting a fair shot at getting the game (including the chance to
say got-it-after-Jimbo, or putting a delay on others), but we'll come to that
later, IF we even need it. If the number of *active* players is high we may
even cut back to 8 turns, but that might not be needed either.

Charis

PS "Got it" :P (Thanks Sirian!!! :goodjob: )
PPS Wow... look how short the rules have gotten! Very 'functional' and symmetric
PPPS I may have forgotten restate interest in seeing Greece in the game. If so, oops (but I'll manage)
 
Remember the rules:

* NO CULTURAL IMPROVEMENTS!
* Military/Industrial Great Wonders, and any small wonders, are allowed in cities with Palaces only! (FP must come first in second capital).
* All captured cities must be razed.
* An army unit is required to be the first attacker against any enemy capital.


OK, here's the initial Dot Map:

Purple, Green, and Red dot locations are confirmed sites. The others are probable, based on ideal border stretching, but the shape/type of lands there could force changes.

The colored boxes show what areas would be brought within our borders if the dots are settled in the precise locations I drew up, and in the general order I drew them. (Purple before red, white and yellow before dark blue, etc.

Green Dot looks like a great site but may be on the sea. Expanding border from Knossos will pick up that fish, but I doubt we have to grab this site any time soon, for fear of losing it.

Yellow dot might be the next place to go settle.

Purple dot could be in rugged area but has at least one flood plain in range, and must be built there for border purposes even if its own potential is poor.

Red dot is not an ideal location, but sometimes the land forces your hand: it's the only way to get that other game online.

Light Blue dot is the preferred site there, but if not possible, then build on one of the two blue X's.

Dark Blue dot would be a BAD site, leaving the orange-marked no-man's zone permanently outside our borders, except for one thing: Knossos is the capital and its borders will expand eventually. In ANY other case, though, leaving holes like that orange zone would be a weedy move :smoke: :smoke: and is to be avoided at almost all costs. :spank:
 

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One note: Conquest not the "likely" victory condition, but the only condition. Space/Diplo are on the table for the AI's, as means for them to beat us.

Here's one more dot map, showing "lanes". The while "lanes" are the way in which we should think of building cities. They offer the most efficient border grabbing, in general. Red and Purple and Light Blue dots all fall within these lanes, once we get removed from the immediate area around the capital's expanded borders.

But note that we want to avoid the "square" pattern, where possible, as it leaves one dead tile between four cities. Look at Vai, and the light blue X. If we build on the light blue X, the tile marked with the square would fall within our borders, but NOT within any city radius, thus go unused. (I hope that makes some sense).

One final point: If any tile ever falls "between" two other tiles within your borders, it too is swallowed up by your borders. This is how we can place cities slightly farther apart, but make sure you know which tiles will be grabbed before you found a city. Remember, we don't want to leave any of those orange dead zones.


- Sirian
 

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[ ACK Alert, right up front! I looked for another post before game start, then played, and only right now see Sirian's dot map and comments!! I comment on these in a PS on this post ]

2550 BC (0) - Charis Theseus Minos of Crete was a man of no culture or couth,
in other words, perfect for the job. Actually, he was dog tired of the
phrase "no culture". The rest of these buffoons who surrounded them, the
English, the Zimbabweans, the Greeks... they were *SO* stuck up on themselves.
If you didn't go and pray in the right 'temple', if you didn't go to the
right 'school', if you didn't have the right pedigree from the right
university, you were labeled... a dirty cretan!! Not only that, these
fools fawned over pansy animals like the horse. They spurned the mightiest
and most glorious of all animals ever to grace the face of Crete... the
strong and mighty Minoan Bull!! It pleased Charis Theseus (called simply
"Bull" by his best friends) to know end that we were researching ways for
the glorious Minoan Axe Warriors ("Look into the MAW of Death", being their
motto) to actually RIDE these magnificent animals. They were getting close,
and heaven help all those who whined about "Culture" when they came on the
scene!!

'Bull' Charis was also very pleased with the clean geometry of the borders
of his new kingdom. Unlike the clumpy confusing borders of his foes,
the Crete Kingdom was neat, square... symmetric! It was in these high times
that the Bull surveyed all he ruled. Barracks, and more barracks under
construction. This brought a deep and satifying chuckle to the Bull.
Let others build their temples and libraries... we will have the last laugh
as they BURN to the ground!

Bull was a practical, as well as a military man. Might there be any way
to help out the food situation for all his cities (and he hoped one day
to rule many). His advisors suggest they look into the ways of Masonry
and build "Pyramids." This confused him somewhat, and he thought, "Perhaps
after we learn how to better worship, and to ride the glorious bull, we
can address such weighty issues..." Other advisors noted that with such
low production and no 'prebuild' (whatever that was) we would have no
chance to do this. They also noted that the nice hills to the NW could not
be used for such, at least not until a 'Forbidden Palace' was made.

OMG look at the food!!! Growing like a weed is no lie.

Rapid expansion, use the food, get some mil scouts, and some workers.
Simple enough plan... (I had hoped to start the game and get a few more
than ten, so I might go a few more, 15 to 20 max though, this turn. It
should go 10-12 next turn and pretty tightly 10 after that.)

Hmmm.. how rapid? Do we need two barracks? We can prebuild Pyramids on
the Colossus! If Vai goes settler popping, Malai as troop farm, can we
let Knossos go for a Wonder?? To do that and stop getting too big TOO
fast, we can get out 1-2 more settlers from Knossos then go wondering...

2510 BC (1) - Mysticism in. Polytheism either at 29 turns at 90% (ouch)
or 40 turns at a Knossos scientist. Ten turns or about 400 cash?
Tough call, but I'm thinking that cash can buy Masonry.

2390 BC (4) - Malia finishes barracks, finally starts on military detail.
Warriors at first for scouts. (Hmm, we can make scouts... I suppose a
bar ate ours?!) Settler ready. Ouch! Where to go?! Many choices, two
stick out. First is right near Knossos get to most productivity and to
benefit from its border exapansion. Second are those hills past Vai.
Let's send Knossos settler to first, Vai settler to second. After that,
to the Northeast some (contiguous or not, unsure). I'm not really worried
about 'denying' the AI land, since we plan to steam roll any that would
live right next to us anyway. Cretans make bad neighbors! :D

2230 BC (8) - Ah, interesting! To the SE of Knossos is NOT the end of the
island, but... a two prong land bridge. Beyond is another (sub)continent or
extension. We can cut off ALL access with a city there and one unit next
to it. Thus is founded... Hellespont. (Modern day Dardanelles, the straight
connecting the Aegean and the Sea of Marmara, home of Hero and Leander)
If nothing else, two mined grasslands and... hmm... that fish will never
come in reach will it. Ouch! This no-culture is rough!! :P

Also good- just over the hill at Vai is plains Cattle!! If you found
exactly four squares NW of Vai it will be an ideal spot, both
productionwise and for border fit. If our land is small, it might even be
home of the future FP.

2150 BC (10) - (Going to press on a few turns to the where the settler is
about to pop out. It will need tweaking to get size 3 and settler on
same turn)

2070 BC (11) - Disease in Vai (gah!!) Incense (two) spotted in the desert to
the NE, excellent! Warrior and settler pair were headed out that way.
Not sure if disease always 'continues' or how to stop it, but it hits turn
after as well, now size 1.

1990 BC (13) - Settler heads to spot exactly 4 squares NE of 'cattle' city
for a nice square formation. That spot hits both incense and is on a hill,
next to another hill. Perfect!!

We meet a Russian warrior representing an annoyed Catherine (oh goodie! we
shall get to run over a favorite enemy, this time early! :hammer: )
She has Masonry which we can get for 35 gold and 2 gpt. Hmmm, why not
pick up Wheel too and see where horses are?! That's 90+3gpt for the
package. Sounds good!)

1870 BC (16) - Bull Charis is highly pleased with planning an managing this
turn. Knossos is 1/1 on settler (1 turn to grow, 1 turn to build), Vai is
one turn to settler, Malia is 1/1 to a warrior it needs to stay happy,
and Hellespont is 1/1 to a warrior. Next to the incense is founded the city of...

Pungentoss Weedae

His advisor points out that Vai is not due yet to hit size 3, due to the
terrible disease. :smoke:

1830 BC (17) - Finally, they wrest the reigns of power out of the hands of
Bull! The settler in Knossos has not yet moved, so choose your direction.
The settler in Vai will come out in 2 turns, not one, when it hits size
3. There is a warrior already posted 4 squares NW on the intended founding
spot. The road there is halfway built (next stop for worker, cattle road)
With vet warriors everywhere and scouts finally getting out, Malia
just started our first spear. There are TWO horses visible. The first is
south, Four squares from Hellespont (great!), and the second is NorthEast
of our northmost explorer (hard to see, it's on edge of fog). There is
gold 3 squares NW of that horsie. Polytheism and bulls land in 24 turns.
There is an English scout near Hellespont - keep the lands SE *locked off*
Knossos is finally on the Pyramids. Shows 100 turns now, but he's size 1.
He'll be size 5 in a flash, and about 45 turns from that. For a largish
number of small cities that will need to spawn new settlers to fill in the
spots we raze, getting the Pyramids would be a grade-A 'coup' :hammer:

Sirian
Charis
Arathorn <<<< up now
Jaffa << on deck
Meldor
Schnaard
Warstrike
Xrang

Great start - Arathorn, come now lead us to glory!!
Charis

Note in posting: JUST now do I see the famous dot maps. Fortunately, I didn't do anything too weedy. I knew of the 'lanes' four squares apart but missed the good point that the corner, 2 diag away from city will be dead zone, so staggering within the lanes by one square is optimal. So how did my foundings rate?

I founded green dot. :goodjob:

I very strongly proposed the light blue 'x' next to the light blue dot. Still, the geometry is an 'indicator' in the face of no info. Given the topography of the land, the spot picked is still quite good. Going one more SW is much worse, going one NE onto the 'dot' works BUT delays the cattle for a long time until that matching city is founded.

Is Pungent Weed city is aptly named?! No, actually, it's in a great spot. It catches the incense (function over geometry) nicely and is "in the lane".

Purple and red remain "top choices", and white is great to connect Knossos, Vai and Pungentoss.

Thanks again for the dot-analysis Sirian, and the lane explanation! :goodjob:
 
Charis, you can put me on the list, but I don't really anticipate grabbing a turn unless things slow down a bit.
 
The dot maps took longer than I expected to figure out and draw, then explain. I considered posting a "dot maps to come" line at the end, but thought, "Charis said he's busy until tonight, no way he'll hit it in the next ten minutes." :rolleyes: Ooops. Oh well.

Doesn't really matter, as long we don't get Orange Dead Zones.
 
Quick Note: we're not supposed to be able to build scouts. Just goes to show how easy it is to mess up one of these mods. :eek: I forgot to disable the scouts for our civ. That mistake won't be a problem, as long as we don't build any scouts. Scouts are not to be built, in other words. Sorry for the confusion. :)

- Sirian
 
Hmmm....did I actually say I was gonna play this game or was I just participating in the discussion? Hmmm...don't recall.

Yeah, I should be able to play, but I probably won't get a chance to post for 24 hours.

If that's a problem, just count me out. If not, expect a post from me in about a day. I wish I could do it faster, but I'm at work and won't have time to play until after the kid is in bed tonight.

I'm fine either way...certainly don't want to bog down the game.

Having heard nothing, I'm guessing I'm up. OK, I got the dots map, sorta, and the ideas from others. Only 10 turns? That should be a breeze.

Arathorn
 
A humble ranger from the outlands appeared to take the seat of power. His was the fate of the nation. His were the choices. His the reponsibility.

(0) 1830 - didn't like getting too close to English cities, so Arathorn sent the settler NE into the unknown.

(1) 1790 - exploring. England offers Pottery for 40 gold. This deal is still available. It just didn't feel right at the time. We Cretans should get all tech taught to us by people pleading for their lives from the gaping jaws of a minotaur, not paying for it. At least, that is the proclomation that ruled whilst Arathorn was in office.

(2) 1750 - Vai completes settler, begins a worker. This settler is earmarked for the cow and to join up with Pungetoss Weedae.

(3) 1725 - Many cities complete projects. Pungetoss Weedae finishes its warrior and begins a barracks, to hopefully attract the best bull riders in the near future. Malia completes its training of a regiment of spear and begins another. Hellespont is now defended by a band of warriors and begins a worker. In other news, Arathorn found snoozing in the throne. Exploring warriors wander pointlessly.

(4) 1700 - Arathorn is pleased to discover much jungle and desert. Optimal for growth.

(5) 1675 - Littos founded on the coast NE of Knossus in a very poor spot. Allegations of weed use were quickly squelched by allegations of extreme stupidity. Littos is building a warrior. In a swift act of government decisiveness, Gortyna founded by the cows and begins a barracks, as a warrior is already stationed for defense.

Dyes to our SE and silk to our NW give us some hope of more luxuries. No settlers in the area, though, so it'll be a bit. Lizzy complains about troops movements near Hastings, which is a city of hers way the heck up north. We apologize, but add her to the list.

(6) 1650 - MMOW. Arathorn hopes to allay suspicions of incompetence by doing nothing.

(7) 1625 - MMOW. Arathorn again tries to do nothing, but the people of Malia conspire against him, forming a band of spears, citing national defense concerns. Arathorn yawns and hopes for the days of Bull Riders. The news that Hellespont completed a worker and began a settler doesn't even reach his ears.

(8) 1600 - Knossus MM'd to grow faster now to get more shields later. Arathorn cites Cleopatra (is she playing???) as the reason for his distraction. Most people, aware of his news spins, take the safe route and continue to ignore him.

(9) 1575 - Vai completes worker and begins settler. Arathorn starts singing "They're coming to take me away" and laughing a lot.

(10) 1550 - Contact with Chinese purchased from Russians for 59 gold. As the nice young men in their clean white suits are coming to take him away :lol: Arathorn says it is to make other prices cheaper. The straight jackets are applied and Crete is without a leader.


Arathorn

Edit: Attachment deleted for space considerations.
 
Bought Iron Working and Horseback Riding from Cathy for basically our entire treasury. Iron spotted near north coast (see picture) -- will be ours when red dot city is founded.

Also hooked up the incense.
 

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Preturn 1300 BC - Meldor looks out over the kingdom digs into nooks and crannies and finds that he must change....almost nothing. The records of the last ruler were lost but Meldor can find no fault with the state of the kingdom he now rules.
Buy Pottery from China for 30g...they are still polite.
Buy alphabet from England for 80...they move to polite
Every thing else will have to be taken by the horns as they want too much.
Change tiles in Vai to grow in 4 and build settler in 5.
Knossos will have to be put to zero growth as another citizen will spell trouble.

(1) 1275 BC - See massive movement of Russian troops (6 wariors) across border and heading for Hastings. Bring in leading general to ask about what to do as Russians ignore our borders. General wets pants and says our military is weak compared to ours! General is dispatched and new general put in place. No Minoan bows to any outside force. However, Meldor allows cowardous Russians to cross in hopes they and English spend themselves on each other and then are ripe of rush of bull. Workers start road toward city site for iron.

(2) 1250 BC - Warior is too blunt with new tribe found and three of their warriors attack. He survives and is now elite. Pungentoss finishes spear and starts another.

(3) 1225 BC - Russians settle at wheat to the far northwest, cutting off Minoan warrior, but he will cross Russian lands as soon as he is finished scouting. He sends back reports that say that there are at least two spots in Russia with single roads. Looks like Russia lost at least two cities. However Russian troops countinue to pour towards Hastings and they now have Horsemen.

(4) 1200 BC - Disease strikes near Vai..Meldors plans of a settlers next turn are shot. He moves workers around so that it will grow again in 5 turns, wasting 5 shields, but all other choices lose at least 10. :cry: Settler in Helispont was going to expand to south but now must travel north to get the iron. Horses to south looked good until adviser told Meldor that Bull requires no such thing and will gore poor Russian horemen. Elite warrior spreads good Minoan culture to crude camp by killing the poeple and sending 25g to Meldor.

(5) 1175 BC - Meldor gets headache with all the choices before him. Spear finished in Milia and sent to Knossos (was weedy). Littos finishes barracks and with nothing else to do starts worker. The funny English are so hungry for Minoan bulls that they build a road for us next to Gortyna. Find Romans to the south of us and then all kinds of trading starts:
Rome:
Trade contact with Russia for contact with Egypt
Trade contact with China for contact with Iroqious
Trade contact with England and Horseriding for Writing
Iroqious:
Contact with Russia for 70g
Contact with China for 30g
Contact with England for 20g
Egypt:
Contact with Russia for 40g
Contact with China for 20g
she is broke so give her contact with england as she will have it next turn anyway.
Everyone still wants too much for other techs.

(6) 1150 BC - Polytheism is here and the era of the BULL begins.
[party]
Start Monarchy at 40 turns.
Disease strikes Vai again:mad: Settler must be abandon as it will be at least 11 turns before it grows by two...so switch to the only thing that won't waste shields......a BULL!! Pungentoss is switched to Bull as well. Gortyna is switched to Bull. Helispont is switched to Bull. Weedy vet spear is sent chasing settler and promises not to stop in Pungentoss and inhale any more spices.

(7) 1125 BC - After much excitement over several turns Meldor gets vacation in sunny Littos.

(8) 1100 BC - Advisor informs Meldor that he forgot to put in Embassies so that others can see the might of the Minoan people. He puts embassies in with everyone and finds that only two known capitals are building the pyramids like the Minoans. Egypt has 90 turns to go.....the Iroqious have 58. Meldor smiles as the great Minoan workers will finish in only 27.

(9) 1075 BC - Anthoer fine tribe is offered Minoan Bull and gets mad, attacking second warrior with three and losing. We now have second elite to the south, but bad luck from last two goodie huts.

(10) Milia set to build BULL. Settler arrives on spot to build city to bring iron in to Minoan control but not soon enough to name it Melodorous to match Pungentoss.....the founding of city will fall to next ruler as Meldor drifts out to sea on raft while on second vacation at Littos.

First BULL RIDER on line in 8 turns:goodjob:

Sirian
Charis
Arathorn
Jaffa
Meldor
Schnaard << up
Warstrike << on deck
Xrang
 
A fine looking reign, Meldor. Interesting symmetries here, both in the spacing of our cities, as well as the "thin belt" world we live on.

Or should I say.... a Bull Race Track?!? :D

One thing, I hope not a problem. I've had a few unrelated-to-Civ crashes today and haven't rebooted, but when I try to load your file, it's fine until I double click on Pungetoss. (!)

Sirian - if you get a chance would you mind loading the save file and see if you have any problems?

Thanks, and good luck to Schnaard then Warstrike
Charis
 
I dl'ed the save file and ran a test. No problems here, Charis. I would presume that there's errors in your unit ini file. There's something to be said after all for the lazy drive-space-eating way I laid out for everyone. :)

- Sirian
 

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