Charis
Realms Beyond
Emperor Difficulty Succession Game -- Cuban Isolationists (RBD7)
Sirian and I wanted something to fill in the gaps between the other games
without overtaxing our teammates, so we're staring a 2 person SG with
some restrictions. (Actually due to the extreme nature of one restriction,
it will allow a replay of the game under a different ruleset I have in
mind regarding Communism - hence the Cuba name, but more on that later!! The
idea is to see how much the starting map affects the outcome vs what the player
does or doesnt do)
Cubans (Babylonians: Sci/Rel), Emperor, Huge map, small landmass arch, 11 rnd opps
Space, Cultural, Diplo victories ONLY. (Almost random, Russia will be in)
Raging Barbarians to give us SOME combat. Random climate conditions.
Turns: 10 per round after first round.
Restrictions for this breed of Isolationists
- No shipbuilding, never move off your original island
- No map trading (neither give nor take)
(It should have the 'feel' of a five city challenge game, but with more cities
and less initial contact)
This also means that by end of game you will ONLY see your own island. Should
make the replay interesting ;p
--- Starting Turn - Charis ----
A superstitious but very curious group of people were tired
with the Nomadic life and start to look for a place to settle. They are led
by a young man, Fidel Charistro, who has tremendous ambition and drive,
and seeks to one day very soon become King.
4000 BC (0) - Well they don't have to look far! A very nice spot indeed,
right on top of wheat, next to wheat, and on a river, next to a hill.
Founding on the hill looks attractive BUT that loses the fresh water!
Can shift one SE from Wheat to plain flood plains - that picks up two more
floods and a hill at a cost of plains desert and mountain, a great deal.
Founding on the hill would trade three desert square for three hills (nice)
but at the cost of the river. Gah! Possibly making a bad choice already,
Charistro chooses the hill (will blame reading the Jungle Rumble story if
this is bad!). Staying on wheat square costs a ton of food, moving to floods
loses a lot of shields, while moving off river looses "quick 12", ability
to make a hydro or Colossus, but gives defensive bonus. If we end up going
for culture, more production will help and we'll crank out settlers rather
then grow to 12, until construction.
On the hill top the settler sees there is ANOTHER wheat in range, wowza!
Also not one but two golds. We look to be four squares off the coast.
Maybe share a wheat and get a city on the coast and river asap. Worker
stays in place to irrigate. Warrior started - we'll need him asap on
Emperor. Planning to get Monarchy asap, and hope we're alone on an island.
With no feel yet for Emperor, I turn aside thoughts of Pyramid rush ;p
3950 BC (1) - Found Havana on the Hill, and start researching Warrior Code.
Did I say two gold? Make that *four*!
3700 BC (6) - Size 2, already need to push luxury rate to 10% (I hear Jungle
Sounds, but I don't see any jungle!)
3650 BC (7) - Crud or yay, depending how you look at it. With warrior one
turn away and road done, it's safe for the worker to hit the hut. It's a
Bantu settler! I'm already feeling like this start is too strong. And yet...
on Emperor I'm gonna take what it gives. In a non-variant Monarch game
it would be "all over" already. Down to the shore he goes to settle Babylon.
3600 BC (8) - Ok, all traces of guilt are gone. "The citizens of Havana are
dying of disease. They think conditions in the surrounding flood plain may
be unhealthy (!) 8-\ Bantu sees a dual-whale spot but it too is off
the river. Gah! Another river decision. Normally I jump at these but the
river spot is SO close to the capitol. Move one away to snag both whales,
or stay on river, crowd the capitol, and laterfound another fishing city
for the second. Charistro must feel supersititious, he avoids the river.
3550 BC (9) - With the extra settler, gold and food, gonna start a very
early temple in Havana. (Rush? We'll see soon) The warrior is going to
take just a few rounds to scout, given the setback to population due to
disease. We need recon!
3500 BC (10) - Atop the mountain we see cattle, some grassland, and tundra.
(Hmmm... a small patch, or a vast Greenland???)
3450 BC (11) - Havana borders expand. Did I say four gold, I mean SIX! That
says something about the age of the earth here. Ah, a fresh water lake to
our West. Nice. No barbarians or Jags yet, so far so good.
3350 BC (13) - Coast found a bit north of cattle. That's 8 squares across at
this point. How small IS this island? Next turn 30% luxury as Havana hits 3.
3250 BC (15) - Ok, no whipping, as we shift briefly from wheat to gold hills.
Second cattle and fish seen, and spot on river AND coast identified to
hit all three. When Babylon finishes his warrior next turn, will send him
scouting too, since luxury rate high already. (Whale seen but can ONLY
be reached by settling ON the cattle). Near Babylon he sees another whale
right next door. I can already see I don't like that spot.
3050 BC (19) - Tundra game seen to NE, with some bonus grasslands.
3000 BC (20) - History of the world shows some of our future foes are:
Zulu, Aztec, English, Japanese, Romans, Egyptians, Chinese, and we're
actually on the eighth slot (of 11). And that game... make it three.
2900 BC (22) - No wait, four game. Havana starts on Settler.
2800 BC (24) - We now see that South of Havana are a cluster of mountains,
ONE ugly spot with at least some fish to found there.
2710 BC (26) - Nubian tribe teaches us pottery, as they point out more game
in the tundra (the tundra is starting to look a little extensive.)
2630 BC (28) - First barbarian sighting, up north. They attack between rounds
and we survive with 1 hp.
2550 BC (30) - Settler pops out, and we hit a hut for Masonry.
EVIDENCE of the PUNGENT WEED! I just now notice that: i) it's 3 a.m. and
ii) there is a goody hut I missed right nearby that looks rather too much
like the gold. (Which is itself so numerous I can't count 6 vs 7) Next turn
the warrior diverts to go hit it.
2510 BC (31) - Settler nears place to found, our wounded warrior thinks he
better rest and heal before proceeding. Our next settler heads for the
game cluster near us to the east.
2310 BC (36) - Warrior code learned, Mysticism started. With NO other tribes
seen, this is surely an island. Our northern explorer finds more shore,
although not sure if he's at furthest extent yet. We defeat a Barbarian
up North and find a camp, and that hut near us... gave the Wheel. (Hmmm, uh,
no horses in sight)
2270 BC (37) - Havana starts another settler. (If there ARE foes around, we
do have no military. We can now start Bowmen, but if they fight we get
a way-premature GA. Also, would probably want a Barracks first.
More weed... duh... of course no horses had been in sight. Now that we
have wheel I look again and see at least two
Ninevah founded with access to FOUR game, a coast, and bonus grass.
We defeat the Bar camp (next to the horses which we now recognize)
2230 BC (38) - Babylon prepares to rush a barracks.
2110 BC (41) - Horseback riding and Alphabet from huts to north, sweet!
Island is almost fully mapped out -- Time to turn over the reigns.
I look forward to the colored dot analysis
Take as many turns as seems appropriate at the time for this first round, then
we'll switch to 10/round.
Good luck
Charis
Sirian and I wanted something to fill in the gaps between the other games
without overtaxing our teammates, so we're staring a 2 person SG with
some restrictions. (Actually due to the extreme nature of one restriction,
it will allow a replay of the game under a different ruleset I have in
mind regarding Communism - hence the Cuba name, but more on that later!! The
idea is to see how much the starting map affects the outcome vs what the player
does or doesnt do)
Cubans (Babylonians: Sci/Rel), Emperor, Huge map, small landmass arch, 11 rnd opps
Space, Cultural, Diplo victories ONLY. (Almost random, Russia will be in)
Raging Barbarians to give us SOME combat. Random climate conditions.
Turns: 10 per round after first round.
Restrictions for this breed of Isolationists
- No shipbuilding, never move off your original island
- No map trading (neither give nor take)
(It should have the 'feel' of a five city challenge game, but with more cities
and less initial contact)
This also means that by end of game you will ONLY see your own island. Should
make the replay interesting ;p
--- Starting Turn - Charis ----
A superstitious but very curious group of people were tired
with the Nomadic life and start to look for a place to settle. They are led
by a young man, Fidel Charistro, who has tremendous ambition and drive,
and seeks to one day very soon become King.
4000 BC (0) - Well they don't have to look far! A very nice spot indeed,
right on top of wheat, next to wheat, and on a river, next to a hill.
Founding on the hill looks attractive BUT that loses the fresh water!
Can shift one SE from Wheat to plain flood plains - that picks up two more
floods and a hill at a cost of plains desert and mountain, a great deal.
Founding on the hill would trade three desert square for three hills (nice)
but at the cost of the river. Gah! Possibly making a bad choice already,
Charistro chooses the hill (will blame reading the Jungle Rumble story if
this is bad!). Staying on wheat square costs a ton of food, moving to floods
loses a lot of shields, while moving off river looses "quick 12", ability
to make a hydro or Colossus, but gives defensive bonus. If we end up going
for culture, more production will help and we'll crank out settlers rather
then grow to 12, until construction.
On the hill top the settler sees there is ANOTHER wheat in range, wowza!
Also not one but two golds. We look to be four squares off the coast.
Maybe share a wheat and get a city on the coast and river asap. Worker
stays in place to irrigate. Warrior started - we'll need him asap on
Emperor. Planning to get Monarchy asap, and hope we're alone on an island.
With no feel yet for Emperor, I turn aside thoughts of Pyramid rush ;p
3950 BC (1) - Found Havana on the Hill, and start researching Warrior Code.
Did I say two gold? Make that *four*!
3700 BC (6) - Size 2, already need to push luxury rate to 10% (I hear Jungle
Sounds, but I don't see any jungle!)
3650 BC (7) - Crud or yay, depending how you look at it. With warrior one
turn away and road done, it's safe for the worker to hit the hut. It's a
Bantu settler! I'm already feeling like this start is too strong. And yet...
on Emperor I'm gonna take what it gives. In a non-variant Monarch game
it would be "all over" already. Down to the shore he goes to settle Babylon.
3600 BC (8) - Ok, all traces of guilt are gone. "The citizens of Havana are
dying of disease. They think conditions in the surrounding flood plain may
be unhealthy (!) 8-\ Bantu sees a dual-whale spot but it too is off
the river. Gah! Another river decision. Normally I jump at these but the
river spot is SO close to the capitol. Move one away to snag both whales,
or stay on river, crowd the capitol, and laterfound another fishing city
for the second. Charistro must feel supersititious, he avoids the river.
3550 BC (9) - With the extra settler, gold and food, gonna start a very
early temple in Havana. (Rush? We'll see soon) The warrior is going to
take just a few rounds to scout, given the setback to population due to
disease. We need recon!
3500 BC (10) - Atop the mountain we see cattle, some grassland, and tundra.
(Hmmm... a small patch, or a vast Greenland???)
3450 BC (11) - Havana borders expand. Did I say four gold, I mean SIX! That
says something about the age of the earth here. Ah, a fresh water lake to
our West. Nice. No barbarians or Jags yet, so far so good.
3350 BC (13) - Coast found a bit north of cattle. That's 8 squares across at
this point. How small IS this island? Next turn 30% luxury as Havana hits 3.
3250 BC (15) - Ok, no whipping, as we shift briefly from wheat to gold hills.
Second cattle and fish seen, and spot on river AND coast identified to
hit all three. When Babylon finishes his warrior next turn, will send him
scouting too, since luxury rate high already. (Whale seen but can ONLY
be reached by settling ON the cattle). Near Babylon he sees another whale
right next door. I can already see I don't like that spot.
3050 BC (19) - Tundra game seen to NE, with some bonus grasslands.
3000 BC (20) - History of the world shows some of our future foes are:
Zulu, Aztec, English, Japanese, Romans, Egyptians, Chinese, and we're
actually on the eighth slot (of 11). And that game... make it three.
2900 BC (22) - No wait, four game. Havana starts on Settler.
2800 BC (24) - We now see that South of Havana are a cluster of mountains,
ONE ugly spot with at least some fish to found there.
2710 BC (26) - Nubian tribe teaches us pottery, as they point out more game
in the tundra (the tundra is starting to look a little extensive.)
2630 BC (28) - First barbarian sighting, up north. They attack between rounds
and we survive with 1 hp.
2550 BC (30) - Settler pops out, and we hit a hut for Masonry.
EVIDENCE of the PUNGENT WEED! I just now notice that: i) it's 3 a.m. and
ii) there is a goody hut I missed right nearby that looks rather too much
like the gold. (Which is itself so numerous I can't count 6 vs 7) Next turn
the warrior diverts to go hit it.
2510 BC (31) - Settler nears place to found, our wounded warrior thinks he
better rest and heal before proceeding. Our next settler heads for the
game cluster near us to the east.
2310 BC (36) - Warrior code learned, Mysticism started. With NO other tribes
seen, this is surely an island. Our northern explorer finds more shore,
although not sure if he's at furthest extent yet. We defeat a Barbarian
up North and find a camp, and that hut near us... gave the Wheel. (Hmmm, uh,
no horses in sight)
2270 BC (37) - Havana starts another settler. (If there ARE foes around, we
do have no military. We can now start Bowmen, but if they fight we get
a way-premature GA. Also, would probably want a Barracks first.
More weed... duh... of course no horses had been in sight. Now that we
have wheel I look again and see at least two
Ninevah founded with access to FOUR game, a coast, and bonus grass.
We defeat the Bar camp (next to the horses which we now recognize)
2230 BC (38) - Babylon prepares to rush a barracks.
2110 BC (41) - Horseback riding and Alphabet from huts to north, sweet!
Island is almost fully mapped out -- Time to turn over the reigns.
I look forward to the colored dot analysis
Take as many turns as seems appropriate at the time for this first round, then
we'll switch to 10/round.
Good luck
Charis