rbd23 - a

Inherited - looks like the Germans are in for a rude shock :).

WE finish iron working, and I start pottery. We have one source of Iron, to the south that isn't within our cultural borders yet. Looks like a fishing village will be set up there (which can also build our galleys that are necessary).

Tokyo founded 2230 BC. Edo founded 1910 BC.

WE finish pottery and Start beelining mapmaking.

Germany settled Hamburg to our south, which needs a bit of a :hammer: It also looks like Germany has about as much room as we do, and I'm blocking their only potential supply of iron with a warrior that I snuck through their defenses ;).

I started the Collossus in Kyoto. Feel free to give it the veto stamp.

I feel that the time to make war with Germany is when we have 3+ swords. They wouldn't have anything to really counter at that stage, and it would grab us the rest of the land on the island.
 
Very fast turns.

Get barracks where there were none.
Got the iron on line.
Got Alphabet and started Writing.
Got Collossus down to about 20+ turns form 98.
Started working on Swordsmen army.
Germany wanted too much for techa....Once we get galleys and more contacts prices will drop.
Should be ready to take them out shortly.

http://www.civfanatics.net/uploads/rbd23a-1250BC.zip
 
Good job guys, glad to see things progressing nicely in this neck of the woods.

> looks like the Germans are in for a rude shock

Eep, does that mean... ZAP! The prod??!

I'm sure you'll deal with your neighbor(s) with dignity and honor, (and a sharp sword if needed!)

Charis
 
Hmm...

Went by pretty fast. Discovered Writing and cranked down the science rate for the time being. Someone (Aztecs?) has already started settling the island to our west. Saved enough money to upgrade one warrior to swordsmen and sent him south.

Looks like we're locked into Colossus. Germany wanted Writing, Pottery, and gold for Warrior Code (ppfth). Map making in 14, doubtful we'll get anything (Lit, MM) before then.

War with Germany is started - had three swordsmen in the area (with a fourth enroute) and a German worker came into view. Decided at the end of the turn the iron was hot enough to strike. Suggest leaving our two cities producing swordsmen to continue doing so for the forseeable future. We might have to make a military victory out of this one.

http://www.civfanatics.net/uploads/rbd23a-1000BC.zip

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AND - a side note - I'm really disappointed with the lay of the land/setup of the game. Not sure if it was random, custom, etc. but this is definitely not what I envisioned for a "competitors" showdown. Essentially, we're locked into destroying Germany and Aztecs (or whomever) to follow. Problem is this is all hinging on LUCK. The other teams are probably following the same course we are - it's just a matter of who gets the better "rolls".

A better format would have been something along the lines of a standard size map with maybe four other civs (or a large with 6 to 7). This would have allowed for the teams to flex their creative muscles and direct their respective game in a manner totally different from the other two. RBD23B might decide infrasturcture is the way to go, C might find military, etc etc. With this current setup, I'll hazard a guess that city locations are very similar (if not exactly) the same as ours, and the strategy is the same as ours.

Quite boring for a competitors format.
 
Well, the REASON I set the settings the way they are is due to a few things:

1) Many people wanted a shorter game, or a game on a small map.

2) Max number of opponents IMO adds for more variety and challenge (as well as more opportunities for trade and commerce).

3) An archapelago map means that there is more variety in where you can settle, and will provide more variety in where the AI settles. It also forces the player off their starting island.

4) I did not want to design the map as I wanted to play in it.

I have no doubt that the other teams would have tried to take Germany out in the ancient era. How they go about it will make the difference. They may have decided to go on a very early offensive, or chose to use horses instead of swords. Who knows?

Your suggestions are noted, and when this competition is run again in the future, we will take everything that we have learned from this one into the future one, so that the rules and settings can be made to suit the game.

EDIT: And unless you've been cheating, which I don't think you have, then you, nor I, will be unable to accurately know how the other two games are going. It may be more different than you realise. Playstyles count for a lot, and change the course of the game. Another team may have founded the iron city earlier or later, which can change the course of the ancient era and how things progress.
 
Inherited - lookin good ;)

975 BC - Hamburg destroyed (no culture size one- grrr)

Hamburg resettled up north by the Germans.

925 BC - Berlin loses a defender

900 BC - We complete the colossus! We lost TWO swords against berlin spears, WITHOUT EVEN SCRATCHING ONE OF THEM!
Then, in between turns, a REGULAR ARCHER beat a fortified ON A MOUNTAIN warrior. Bad bad rng. Evil rng. Death to the rng designer!

875 BC - A vet sword only takes two points off a vet spear before it dies. I'd bet that berlin now has walls. I'd also bet that it's a better idea to destroy the rest of Germany before berlin.

825 BC - Kyoto goes into revolt, lux set at 10%

800 BC - Edo revolts, taxman hired.

775 BC - Sheesh! Our two vet swords take out two warriors. BOTH swords were reduced to one hp for the win! Fortunately one of them upgraded to elite.

730 BC - We finish mapmaking, Masonry due in four turns.

650 BC - we finish masonry, start warrior code.

630 BC - Looks like the rng likes us for a change! four swords assult Berlin, two kill defenders without loosing a hitpoint, and the other two only loose one hitpoint each.

We lose a worker to a barbarian from the north! NOT HAPPY JAN!

610 BC - we will soon start seeing swords from the north, because I have no doubt that the Germans would have connected their iron up.

Barbs pillage up north. Germany comes calling, wanting a straight peace treaty. We laugh in his face, and execute the messenger.

570 BC - We finish warrior code, and start mathematics.

Berlin must have been wipped badly, because it riots with two garrison, and only one pop.

550 BC - We lose TWO vet swords against two spears in frankfurt. I'm rather annoyed, because the first sword took two hitpoints off before losing a hitpoint itself.

490 BC - We bring decisive force to the battle, and destroy frankfurt! Additionally, we lose one sword in the process :(

It is after this turn that I will pass the game off. I took a few more turns than normal because I really wanted to see through this battle with Germany. We now have plenty of swords, a few who are injured should recover in berlin. I would suggest however, that the next leader reroad Berlin (I pillaged the roads when I couldn't take it, so they would lose production).
 
Berlin should have been razed :(. It is so unhappy that it will never get out of unhappiness - at least not for a long time. This REALLY needs to be fixed. AI cities are generally not worth taking, except in the middle ages. In ancient times they have usually been whipped to death, and in modern/industrial times they have been conscripted/whipped to death.
 
I played last night. I posted the results, but I guess it got lost when the forums went down. Hey a new use for an old excuse...."The forums ate my post". I checked and the save file did make it (http://www.civfanatics.net/uploads/rbd23a-150bc.zip). I am at work so I don't have my notes on exact dates, I will give the executive summary.

Germany has only one city left near the iron. Two cities auto-razed (Munich and Konigsberg) one city captured (Leipzig). Got 4 free workers out of it. They are moving to reconnect the spice and to get the two cities on our road network. The troops are parked on the site of what was formerly Konigsberg and are about completely ready to take the last German city. I stopped at 17 turns to give the next person the pleasure of sending the Germans to were they belong.

We got Mathematics, and I started Construction to get our cities past size 6 with no fresh water.

We have more than enough Swords to take Germany and defend ourselves, so I started 2 settlers and built a Galley. Kyoto is working on a harbor to sell goods to those two civs whos borders are visible. The Galley has a sword on board and is waiting a settler. There is a peak at an island up in the northwest that we might be able to colonize for resources. On this small a map corruption is going to kill us, so most cities built more than 2 steps away from the capital are going to be 1/1 for a long time. I did a lot of fishing for a great leader but had no luck. We are going to need one to build the FP if we want it any time before the end of the game.

I would suggest that the FP be put in the middle of the German territory, near were Konigsberg used to be. If we have one core were our current Palace is one one core over there we should be albe to out produce all of the other civs. Do not concect up the second iron source. I am play an SP on a simular map and my only iron source jumped to another civ who already had 2 sources, just when I got steam. I had to pay out the wazzo to get enough turns to put in rail before I could assualt them and take what was mine to start with. Consider it a stratigic reserve. Also if it isn't connected, civs won't get mad if we don't sell it.

We need lots of settlers to get the land filled in before the other civs intrude on us. I would heartily recommend a serious round of expansion.

I could not tell by the preceding post exactly how many turns I was supposed to take. I would recommend that at least for now we be allowed to take up to 20 turns (or less if we wish) as it is a small map, and ther is not a lot of management needed. Maybe once the game matures we can drop back to 10. This will give people the flexability to see a critical spot through or stop before the fur starts to fly so as to not dump on the next person. Smegged, the decision is of course up to you as team leader.
 
That's my motto. If I take a good 20 turns in one sitting because I'm too damn engrosed, then so can you ;).

It is a small map, and if you want, you can take up to twenty turns to finish what you are doing. We are already behind the other two, so some extra turns aren't going to hurt ;).
 
Hey, you haven't been peeking have you :hammer:

But seriuosly, I have also noticed that the others havve more pages than us. I don't know if it is because they talk too much or we are behind.

Maybe Charis can post a note in each one stating what year each team is on. This won't tell us anything but how fast the others are going.

They may be ahead of us in game time, but our turns are better quality (i hope), that is why we are slower.
 
I've been advised NOT to give any year info out at all, but this much I have been itching to say, and now take your two comments as an implicit request to do so.

On a strictly calendar-wall-clock basis, team-a is progressing significantly slower than the other two. You had a delayed start, setting up the parameters. At least one team got the first post starting their thread and went zzzzzing, off and running. In addition you've had a few "got it, no way, no", or long times for a person to play out their turn.

You're not hopelessly behind in term of number of turns played, but I *would* suggest you pick up the pace somewhat, and in particular, post got it or not within 24 hrs and then play asap after that. If someone does NOT post got it (or the save) within 24, the person on deck should take it and post got it. A turn skip, not a shift in the order. For a regular game such delays are minor annoyances, but for here, you really do want to try to avoid it. Do not wait 48 hrs, then post a "reminder" then wait another 24, etc...

Tis fun to watch, in any case. It would be the MOST fun for your readers if you guys play through the next round full speed ahead (without 'rushing' or sacrificing quality of turns, I'm not suggesting that!)
:D
Charis
 
If we settle these, we will be maximising costal coverage (good for score), and will boost our number of cities to 13, which is only one more than the "optimum" level of 12. Berlin is dead. It will not recover for many many turns, so settling around it and taking its land is not a bad thing to do.

Keep in mind that we will want to make contact ASAP and get in on the middle ages feeding frenzy overseas :).

Have fun.
 

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