RBP10 - Spanish Explorers - Team C Interest Thread

The only thing I know is we are way down in tech. So do you think we should try to flip that city or raze it with military? I'm not sure how long a flip might take...
 
I haven't looked at the save yet (to evaluate what we would be getting ourselves into), but I think the military option might be the best. We would be able to get that city off our continent as quickly as possible, and perhaps win a tech discount for peace.

If the Romans are still in Despotism and ship a Legionary over, we also might want to intentionally start their GA in order to get it out of the way while they are relatively unproductive.
 
I had a quick look at the save.

We need to buy some maps to see what we are up against.

We are two techs from either Swords(BW,IW) or Horsemen(WC,HBR). We can buy BW for 1gpt + 79g or WC for 1gpt +72g.
Depends on what we want to do. We could buy BW and IW and build Warriors for upgrade, hoping we have Iron, or we could buy WC and HBR and use Horsemen. Lugdunum won't have Legionaires but you can bet Ceaser will unload some as reinforcements. How good are Horsemen at killing Legionaires?
We had better be ready for an onslaught, the Romans already have 11 cities and the Vikings 10, we have 5 and will max out at 10 or 11. War is a ways off yet, we'd get creamed right now.
 
I like Despots suggestion of another city on the west coast. So heres what our dotmap looks like so far



Obviously blue dot is going to be settled in 2 turns. I'm for purple dot after that, those spices are our trading future and the Vikings, and probably the Romans, already know where they are.
 
It's been 24+ hours. Falsfire where are you?

If Falsfire hasn't 'got it' soon, Jumbo can you pick it up?
 
ack! darn forums, didn't send me my email message to tell me there'd been posts. i was just checking in this morning b4 work as i thought it's been awhile since despot posted his "got it". and i could've played it yesterday night too...

but, as i'm now into my wednesday-thursday "no-play" zone, i have to skip. sorry guys...

(As I posted near the top of this thread, I can never play Wednesdays or Thursdays due to classes)
 
Ok. How about this: I can play tonight, but I'd prefer to play tomorrow.

I'll play tomorrow night, and then Falsfire can pick it up on Friday, and then we're back to normal rotation afterwards?
 
sure, I'll go after u, Jumbo, and I'll play either Friday PM or Saturday AM.

It's a long weekend here in Canada this weekend, usually I'd be camping, but fortunately not this year b/c I have a wedding to go to Saturday afternoon & evening!

Only a few years left in my twenties and then the whole "wedding" thing won't be happening so bleepin often! :)
 
Before I forget...note to Despot: Please .zip your save files; while it's never happened to me, people have said that unzipped saves can become corrupted.

(0) 1450BC - Open the save. Things looks somewhat troublesome (we're down 5 techs to both Scandinavia and Rome); but I think our land has some decent potential. I'd like to get some more map knowledge and we need to get in contact with the other Civs. Unfortunately, contact with the other civs would be expensive (Rome wants WM+8gpt+91g for contact with either China or England, the Vikings are charging even more.) Hopefully, either the Vikes or Rome will trade contact with us to China or England.

I want contact with those Civs by the time we finish writing (6 turns); perhaps we can find a 2 for 1 opportunity with the techs one level above writing. Ideally, we'd be able to acquire philo and code (putting Republic on 40-turn research) and trade for the military techs. But that might be wishful thinking.

I decide to swap Seville to a Rax. Everything else looks fine.

(I) Rome starts the Colossus.

(1) 1425BC - Move settler to dark blue dot.

(2) 1400BC - Murcia founed on dark blue dot, set to Warrior.

(I) Barb warrior attacks our warrior and loses. A Roman galley enters Lugdunum...could be annoying if they are shipping more settlers!

(3) 1375BC - Madrid Settler->Warrior. I agree with Quokka's opinion that purple dot should be our next city objective; those Spices are critical. Settler/Warrior pair begins moving southwards, and it will link up with another warrior on the way. There is likely a Barb camp down there.

Note: I thought I had been accidentally hitting the keyboard, but then I realized that one of our warriors was on a goto order. Please don't use gotos that overlap your turn! (Or if you do, please clearly indicate you are.) It's not much of a problem, though. That warrior can act as an eastern watch.

Our vet warrior redlines, but defeats a barb horse.

(I) :aargh: The Romans land an Archer/Settler pair north of our spices. This may force us to reevaluate the latest settler pair.

(4) 1350BC - Moving settler south; move workers to hook up horses.

(5) 1325BC - Madrid Warrior->Settler.

(I) Romans found Byzantium on the eastern spices.

(6) 1300BC - Toledo Worker->Rax

So, we only have spaces now for *3* more cities on this continent, unless/until we remove the Roman presence. I decide to move our settler and two warriors towards cyan dot. That leaves pink dot in the original location, and black dot, which could be stuck in a cultural war with Rome.

We are down six techs to both Rome and the Vikes. We need contact with the other Civs, even if it costs much in the short term.

Rome gives the best deal, so:

WM+5gpt+103g->Rome->Contact with China

Scandinavia and China both have Philosophy, but China does not. However, rather than going after the 2 for 1 right now, I'd like to get contact with England, to improve our options as much as possible. Even if this slightly delays our immediate tech gains (due to the cost of buying communication with the English), in my opinion, this will be better for us long-term.

WM+4gpt+38g->China->Contact with England

England also does not have Philosophy. However, Philosophy is too expensive to purchase at this time. Still, the fact that there are two (relative) tech leaders and two (relative, even if they are more advanced than us) tech followers, means that we can have some potential brokering opportunities down the line.

I might as well get something out of our map from England.

WM+6g->England->TM
England is pretty far to the south.

I briefly consider buying either BW or some more map knowledge, but instead I want to build up cash to broker around Philosophy.

40-turn research put on Literature; none of the AIs have it, and we're not going to be able to afford more than min-sci research on anything since we'll be hopefully buying and trading techs.

Move Settler towards Cyan dot.

(I) York finishes the Colossus. Horses online.

(7) 1275BC - Attack and lose to a barb camp, doing no damage. Attack and destroy the barb camp. China has philosophy, England still doesn't.

WM+5gpt+47g->China->Philosophy
Philosophy->England->BW+TM
(Unfortunately, England has no cash; if they did, we could get some. Masonry is the most expensive tech we can get in terms of light bulbs, but BW is more immediately necessary for us.)

:smoke:? Would it have been better to just buy some techs outright and avoid the Philosophy business?

All 4 other AIs have BW.

(8) 1250BC - Seville Rax->Spear

(9) 1225BC - Found Valencia on Cyan dot; set to Spear.

(10) 1200BC - Madrid Settler->Warrior; Barcelona Rax->Worker. Set workers west of Santiago to chop.

Trade our WM for pennies.

I've decided to leave the settler unmoved. You can either move it to the west coast (pink dot) to be a proto-fishing village, or towards black dot. It might need some extra warriors/spears for defense. Our eastern warrior hasn't (as far as I remember) spotted any more galleys coming from the Roman continent.

Our main issues are our tech defeciences and the Roman incursions; however, if we can keep our defenses up and at least avoid war for about 15 turns, after which we can buy into either horses or swords. It doesn't look like Rome has put a lot of units onto our continent (one or two spears in each of their cities, most likely.) If we can get lucky and succeed with a quick strike, while picking off any raiders that try to land, we can force our way back up the tech tree. We can do it! :goodjob:

RBP10C - 1200BC
 
should be able to play & post tonight when i get home.

will see what i can do about those pesky romans. if this was only emperor, i'd usually try and 'flip 'em, as the romans ALWAYS sandbag on their culture...roman culture SUX! :)

But this is Deity, so at this point I believe dumping resources into unnecessary cultural buildings and maintaining them would be a waste. We can probably get a good tech or two or three when we squeeze those cities away from Caesar then sue for peace.

That won't happen on my turn, but we'll see what we can do in terms of preparing a small force to handoff to the next player.

It'll have to be a quick, hard strike, taking those two cities in two turns or less, then just hunker down, beat off any troops he lands on our island, and sue for peace after 5 turns.
 
1200 BC (0) - I decide to send the settler to pink dot. Black dot is too vulnerable if we opt to "nudge" the Romans off our island. He'll be there in two turns, and can settle in 3.

1175 BC (1) - Did Caesar have CoL last turn? He's stinkin rich and is flashing around his new knowledge of courthouses, laws, regulations, and pigs <achem> police. We'll definately have to teach him some things...nothin happens but moving closer to our next city site.

1150 BC (2) - Caesar steps an archer out of Byzantium, his southern city on our island. Barcelona worker->granary. Don't we need one of those if we're going to be building workers out of this town? Murcia warrior->temple (to get the whale). Madrid grows and will riot next turn. With only EIGHT gold in the kitty, we can't afford to run lux right now, so I turn the new citizen into a scientist and drop science off to 0%, this nets us +1gpt. Madrid will still grow in four turns. The Barcelonian worker Manuel goes to help his friend irrigate southeast of the city. Why is Valencia, guarded by two warriors, building a spearman when it has no barracks? I change it to build a rax. I turn on the air conditioner to help cut the humidity a little.

1125 BC (3) - Zaragoza founded along the west coast. Rax ordered up, next leader can veto that if they wish. I sell our map for some milk money.

1100 BC (4) - We get a message stating we can build a Palace most Forbidden? Not sure about that. Some deals wear off and we're now at +6gpt. Seville gets a juggler for one turn til the spearman finishes.

1075 BC (5) - Seville spear->spear. Santiago rax->spear. Zulu's finish the Great Lighthouse. China cascades to and finishes the Great Wall. Somehow that seems fitting. Guyz, we need to start crafting some offensive units if we're going to do any pointy stick research against Rome. Right now, we cannot even make a 2 attack anything. I go around the diplomatic table, and see that Code of Laws has been traded around to everyone like a two-bit w*%#$, and Rome has almost EIGHT HUNDRED GOLD in his "kitty". China & England are both "close to a deal" on Iron Working if I offer all our economy (23g and 6gpt). China would sell us Warrior Code for 3gpt and 16g, England wants 19g +3gpt for it. It's enroute to HbR, so I go for it. :whipped: me if you will, now...the choice is thus, do I start building us some archers to attack with, or wait for horsemen? It might still be another 5 or more turns till we can afford HbR. Let's see what I can do. For starters, I pet my cat for a few minutes as he's looking lonely.

1050 BC (6) - Lux to 10% to prevent Madrid from rioting. I panhandle our WM for two bits to rub together.

1025 BC (7) - Forest chop north of Toledo reveals a bonus grass! :) Roman archer from Byzantium has arrived at the other city, looks like he's destined to guard the worker Rome just sent outta town. I whip the temple in Murcia for 20 shields. I move our southern roaming warrior to watch over Byzantium to see if Caesar lands any reinforcements. Sell our WM for more chump change.

1000 BC (8) - zzzz.

975 BC (9) - Caesar sails his galley away from Lugdunum back towards his mainland, and a Viking border pops up on the Roman mainland.

950 BC (10) - zzzz.

The save
 
Very nice turn, falsfire. It seems like we're emerging from our poverty and might actually be able to get an offense started.

China & England are both "close to a deal" on Iron Working if I offer all our economy (23g and 6gpt). China would sell us Warrior Code for 3gpt and 16g, England wants 19g +3gpt for it. It's enroute to HbR, so I go for it.

This seems good to me. As much as I'd like to be fighting with Swords, if we waited for IW we'd be gambling on having Iron in our territory...and it would be devastating if we didn't. (For what it's worth, I've got a hunch there's Iron in the vicinity of Lugdunum.) Moving towards archers (and eventually horses) is good news.

No sign of Legionaries yet? Maybe we'll end up very lucky, and Rome has no source of Iron except the source they tried to get at Lugdunum? :crazyeye:
 
I have the save. It's very late so I'll play tomorrow and hope reading about the Romans stealing our stash of spices is all a flashback.
 
Before I forget...note to Despot: Please .zip your save files; while it's never happened to me, people have said that unzipped saves can become corrupted.

Actually I had heard exactly the opposite, that problems were caused by differences in ZIP programs and that it was better to post SAV files as they all use the same compression. Australian PTW is the same as US PTW.
I'll just keep all saves until after the game has finished to be safe.

Would it have been better to just buy some techs outright and avoid the Philosophy business?

No, that was very good, we got a 2fer, it may be our one and only as well.
 
Inherited Turn
25g in the bank and researching Literature in 26 at –1gpt. Why if we want either Swordsmen or Horsemen soon are we researching literature when we won’t be doing any self-researching of techs for 1000’s of years?

40-turn research put on Literature; none of the AIs have it, and we're not going to be able to afford more than min-sci research on anything since we'll be hopefully buying and trading techs.
They’ll have it before 40(26) are up and its an optional tech we don’t need. We could be half way to either one by now, or CoL or MM.
Research changed to Code of Laws

Madrid: Change from Archer to Temple. Fire Scientist, hire Taxman
Barcelona: MM to get the granary before growth. Income goes to –2gpt
Toledo: Change from Archer to Warrior. We need MP’s badly and we aren’t going to attack with Archers anyway.
Valencia: Stop growth here and hire a Scientist. It’ll be ages before roads get here to help with either Lux or commerce

925
Madrid grows and is unhappy so I make the new citizen a Taxman until another MP can get there in 1 turn.

900
Seville: Spear=>Warrior. Move Spear to Madrid as MP
Santiago: Spear=>Warrior. Move Spear to Barcelona as MP
Put a Taxman back to work in Madrid. Warriors act as MP just as well as Spears and only cost half as much. They can also be upgraded to Swords and we have 13 units left under the free unit allowance.

875
Madrid: Temple=>Warrior
The Vikings have Literature now.

I The Romans move a worker NE out of Byzantium and a galley is headed towards Barcelona

850
Toledo: Warrior=>Worker. Warrior stays as MP
Santiago: Grows and is unhappy. Taxman hired until Warrior finishes next turn.
Rome only has 14g in their kitty. They are also in Anarchy but they are the only ones.

825
Murcia: Worker=>Warrior
Seville: Warrior=>Warrior
Madrid: Warrior=>Worker
Santiago: Warrior=>Warrior. Taxman put back to work

I The Roman galley has taken a turn north and I bet its heading for the Isle of White Dot.

800
Barcelona: Granary=>Worker

775
Madrid: Worker=>Settler. Black Dot will at least give us another 4 unit allowance and we can’t keep Madrid happy as it is. We’ll also need Settlers to replace the Roman cities when we raze them.
A bunch of deals expired and we now have +15gpt income. Lets see what is around us.
Trade Rome: 2pgt + 18g + WM for TM. They are huge with great lands, 14 cities, 532g (WTF???), Horses, Furs and Ivory soon. Most of their cities have expanded borders and are in Republic.

750
Barcelona: Worker=>Horse
Santiago: Warrior=>Horse
Seville: Warrior=>Horse
Toledo: Worker=>Horse

Trade England: WM + 5gpt + 21g for Horseback Riding

730 ….

I
Roman Galley heads back from Isle of White Dot.
The Vikings start the Great Library

710
Murcia Warrior=>Worker

Automoves
Reg Warrior by Murcia is headed to Madrid. It can free up the Spears to escort the Settler south.

Notes
The Roman galley obviously dropped off a Settler up on the Isle of White Dot but it hasn’t built a city yet.
The Viking borders are visible south of Rome and north of England. Looks like those three are all on one continent.
CoL was affordable before I bought HBR and its only getting cheaper. We have a deal end with China in 5 that will also give us another 3gpt. Embassies with the civs south of Rome would be nice, then we can get them to attack Rome when we do and divert reinforcements away from us.

Save
 
Here's a squiz at the Roman lands.



This is before we have Iron Working so we can't see wether they have any Iron, but they have a pretty good chance with all those mountains, better than us anyway. Rome is going to be able to kick out units fast. If they have Legionaires and start their GA their production is going to be a true horror story for us. Our only bonus is being on an island and the crap AI naval invasions.

It might be better to wait until the Vikings get into the Middle Ages(very soon), then they can build Berserks and the Legionaires won't be the ants pants. Of course this is just exchanging one monster for another but the Vikings don't have any cities on our island. The last thing we want is for the Vikings to attack the Romans and then have the Romans expand because of it. Well thats the second last thing, the last thing would be Rome landing 30 Legionaires on our island.
 
Quokka, the run on Literature was started before my turn, and with it being so far invested into it by the end of my turn (14 turns into it), I didn't want to change it.

The archers were ordered up with the idea other players may want to veto 'em.

I think (thought?) the team plan was to build up 5-10 vet horsemen, knock the two Roman cities off our island (on the first turn of war), repel any invasions he sends for 3-4 turns, and sue for peace as soon as he allows it, getting some tech(s), and a big piece of all that gold he seems to always have. His WM would be valuable info, too.

Rome has cities with expanded borders? That's REALLY odd for Rome, in my experience. In almost every game I've ever played, Rome has been a non-player due to having craptastic culture, and always picking fights with his neighbours early in the game and being knocked/pillaged back into the stone ages, then when he does make peace, never being able to recover.

This should be interesting for me, to see the AI actually playing Rome as a powerhouse civ in the game.
 
The Literature run was my decision (and, likely, mistake).

I made the decision for a couple of reasons:

1. We'd be needing to trade/buy other techs (military techs) faster than 40-turn research.
2. While optional, it was a tech we would want to have eventually.
3. Off-chance we might score a leader and the GL.
4. Unless I am mistaken (?) the AIs tend not to prioritize Lit. Even if all but one of the AIs ends up with Lit before us, there's still a shot at dealing it to the straggler.

In retrospect, yes, it was probably a mistake and CoL or MM would have been better.

And yes, I also thought the plan of 5-10 (or, better yet, 8-12) vet horsemen to sieze the Roman cities on the first turn, with the mobility to repel any counterattack he might try. Get peace the moment it's allowed.

Maps would be huge; I'm curious to know whether the Vikings are the only Civ south of Rome, or if perhaps the Chinese are to the southeast.
 
Team looks like things are getting a bit better. I agree with Falsfire's assessment of a quick war with Rome...main aim will be to get them off our island. If we can get more from them than simply peace that would be great, but we have too little land to share with them. Bringing the Vikes into the war would be wise. Perhaps we could bring more civs into it or make some gpt deals with them to hopefully refrain them from joining Rome.

As far as tech goes...I think we should go for MM to see if there is any other islands we may be able to settle or hopefully make first contact with the other civs and be a middle man to hopefully catch up in tech.

I also must post that I need to be skipped until Saturday.
 
@Despot: If we buy anybody into an alliance vs. Rome, we're stuck with 20 turns of war then. I don't know if we can last 20 turns against him. True, we may luck out and he'll be tied up on his mainland vs. the other AIs, but that's a pretty big gamble.

@all: I "got it" and will play tomorrow night, seeing as otherwise I'd have to be skipped til Friday due to my Wednesday/Thursday classes.

Let's see if I can kick some serious Roman heinie.
 
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