Role Play CHallenge: Joao the Restless

madscientist

RPC Supergenius
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Oct 6, 2006
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Welcome to my next RPC game, Joao the Restless.

Joao find's his home in a very crowded Region and yearns for a new home where there are no other AIs present. Somewhere he can call home, and relax in comfort with peace and quiet. However, he needs to research very well and very quickly to master ocean travel, and rid himself of the Congested homeland.

This RPC has very simple rules

Joao must colonize the new world, build the Palace there, and colonize off the homelands all by 1776 AD before he can obtain victory. He can do this anyway he see's fit!

There you go, very simple! Will it be peaceful or full of war-mongering. Well, let's see how things turn out for our esteemed leader.

Settings

Marathon Speed
Terra and Large Map (this may make late game downloading difficult)
Monarch difficulty
8 random AIs

Our illustrious leader

Joaostart0000.jpg


Game conditions that the random generator gave us

Joaostart0001.jpg


And the starting location

Joaostart0002.jpg


Holy Smokes!!!! Yes it was a random map, and the furst one we got.

Lot's of seafood but looks like some tundra location near us.

Joao starts with Fishing and Mining, so a workboat to start and tech BW first!!!
 
Rocky? I've only played one rocky map and I remeber it being food poor. Not sure if thats just what the RNG gave me, rather than a real outcome.

I also suspect the land round your capital maybe a bit rubbish. Looks like a small enclave in the arctic north to me.

Also I can't tell is it a fish N of the crabs?

With all that food looks like some whipping is in order here! Also as its seafood the commerce boost should really help your early tech rate.

Good luck!
 
I usually play Rocky Maps; they certainly aren't food-rich (one of the reasons I'm less addicted to Slavery than most people).
 
Well whatever the rest of the lands like, that's a nifty capital you got there. It would break my heart knowing I've got to give that up at some point of the game and hand it over to a clumsy AI colony. :sad:

This is going to be very interesting to see how this game pans out and what your overall strategy is. I wonder whether its best to gear you empire towards establishing the new empire asap or to go at it at a more lesuirly pace setting up a stronger initial empire to given that Joao has a huge window to settle the new land before the AI. Obviously all early wonders will eventually be handed over the colony, so any wonders will be useful for only short term plans.

Good luck with this one, its should be fun. :)
 
I'd send the warrior 1 NE, but probably settle 1 S to get the beavers and 3 crabs in the BFC. Furs = gold mine and :), big early teching advantage. Sure, it gets you 1 tundra tile, but I'd take that in a heartbeat for the furs.
 
Furs is 4 commerce and :) . 5 on a river.

You lose a hill moving 1S and pick up the tundra. Is 4 commerce worth losing production for? IMO no. You'll get the :) soon enough anyway with border pops. The high food means specailists can pick up the slack for the early economy so writing is an early must.
 
My first impression is that we are far north and I cannot abandon this garbage land fast enough!!!

It's not clear in the screenshot (once again I forgot to turn resource visuals on) but there are 2 fish north of the 2 crabs. If we settle in place we got 5 seafood, however this is temporary housing and the furs may be more advantageous in the capital's BFC.

One thing for sure, we do not need the fresh water or worry about levees.
 
Settle in place. :)

My attempt at a Joao game earlier was horrific, I thought I had a coastal start, but it turned out that all of my coastal cities were actually just on a lake, and there was small ring of land claimed by Mansa that was completely blocking off my access to the ocean!

May I propose that you name your capital city in the new world "New Lisbon"? :D
 
Or name this city 'Old Lisbon'. :)

You should give all old world cities different names, so your 'real empire' is Portugese.

I'd advise a oracle shot to MC, and then use the collosus to finish your way to optics. I'd like to remind you triremes, not galleys upgrade to your UB. When I use this variant, I have a city spam triremes, archers, and settlers.

You might also want to focus on getting the pyramids. They can get a GE which can rush your palace or another economc wonder for your new empire.
 
Better, name the new world capital Rio de Janeiro, it was the capital of the Portuguese Empire while the old country was occupied by Napoleon (and the Portuguese monarchy fled there)
 
Better, name the new world capital Rio de Janeiro, it was the capital of the Portuguese Empire while the old country was occupied by Napoleon (and the Portuguese monarchy fled there)

I like this, name the New World cities after Brazilian cities!

São Paulo, Rio de Janeiro...

You should build the Cristo Redentor in Rio de Janeiro :D

15 largest Brazilian cities:

1. São Paulo
2. Rio de Janeiro
3. Salvador
4. Fortaleza
5. Belo Horizonte
6. Brasília
7. Curitiba
8. Manaus
9. Recife
10. Porto Alegre
11. Belém
12. Guarulhos
13. Goiânia
14. Campinas
15. São Luís

:goodjob:
 
Lot's of good advice here.

I defeinitely like the Oracle slingshot for MC although I am not sure the pyramids are worth the hammers as the GP pool will be diluted with GProphet Points.

Good point about the trieme's hence the need for MC faster.

We definitely need to take on the Brazilian names for teh new world cities!!!

On second though, the furs can be used by city #2.

So we start with mining/fishing meaning we need BW/wheel/pottery/mysticism/meditation/priesthood for the Oracle slingshot, plus hunting/archery for the furs and defense! Good thing we have alot of ocean commerce to start!
 
I'm interested in seeing how you handle this. I recently tried doing the same thing and while I eventually rebounded, my economy crashed so damn hard once I liberated the old world. It was actually crashing even before that. That's probably because I was too ambitious in creating new cities in the new world. I had 6 sets of settlers/archers just waiting for Carracks and ended up founding them all at about the same time. I was a few turns away from disbanding units at 0% science when I finally got the capital moved. As soon as I liberated the old world, my science output dropped to something ridiculously low but with no longer having to pay for overseas cities, I was able to barely stay afloat at 10% science for what seemed like forever.

I'm guessing that I simply created too many new cities at once. Then again maybe I just suck.

Good luck
 
I've been a long-time lurker in your RPCs, but I thought I'd post in this one since it seems to be one of your most interesting game ideas. After seeing how you do, I might give a similar game a shot on my own.

Good luck :)
 
my economy crashed so damn hard once I liberated the old world.
The problem are the "colonial expenses". The more cities in your colony, the more you pay, per city, in colonial expenses. It's like an additional, non-distance based maintenance cost for all your cities.
It does not matter how many cities you create on the new world -- as soon as you build the new palace you turn the old world into a colony. So it gets more expensive the more cities you have on the starting continent.
Therefore, it is very important to keep the number of cities on the starting continent small.

Another fact about colonies, and it's not obvious (I found out the hard way): you cannot have a "one-city colony". As long as you have not more than one city per overseas landmass, it's not counted as a colony yet (you only pay distance based maintenance for it and no colonial expenses).
You must have two cities on the old world at least, or the game won't allow you to create a colony in the old world.
You can also use it to your advantage by having only one city on the new world at first to avoid the additional maintenance. If you find several good islands close to eachother, keep one city on each of them to avoid some cost.

In one of my test games, the new world was actually divided into two separate landmasses, and it was freaking me out that I could not colony off one of the new cities (it was on the wrong landmass ;-). (BTW I know that we want to colonize off the orld world, but you get the point.)

I defeinitely like the Oracle slingshot for MC although I am not sure the pyramids are worth the hammers as the GP pool will be diluted with GProphet Points.
The Pyramids generate Engineers, not Prophets. You definitely want Engineers! The prophets points are not such a big problem. Running an engineer on top of the GPP from 'mids and Hagia Sophia will get you plenty of Engineers unless you're really unlucky.
If you get Prophets keep them for settling them later on the new continent (Hammers + Gold!).

You should also seriously consider the Hagia Sophia -- fast workers are important because you have to bootstrap an entire infrastructure at around 1000 AD. It also gives even more Great Engineer points.

With all the seafood the Mids are highly desirable anyway, because you can run a specialist economy early. Growing cottages takes long and we want to get independence early anyway to help with the money (losing our initial cottages). This is an important point I think.

Create loads and loads of Great People and keep them around, they will help kickstart the colonies (especially the Engineers will, but the others are good too, except for Spies and Artists).

I'd advise a oracle shot to MC, and then use the collosus to finish your way to optics.
Good idea. A lot of instant commerce from the Colossus, and it will also help in the new world. The possible Great Merchant is welcome, since we'll be lacking gold at some point in the game.

In my experience it's better to research naturally towards optics, instead of trying some fancy slingshots like using a Great Engineer to lightbulb Machinery. Great Scientists are much easier to get, and it's better to establish an Academy and maybe Great Library and research towards optics the hard way. Keeping what might be the only Great Engineer for building something expensive is better than using him to bulb a technology.
As said above, you should keep as many Great People as you can to use them after you found the first colony. Especially don't settle any of them in the old world, as you'll lose it all when you grant indepence.

My fastest to Optics was when I played it like a One-City-Challenge. Unfortunately you can't turn a single city into a colony (as mentioned above), so you will need at least two cities on the starting continent.
Probably it shouldn't be much more than that! With the seafood you have all that you need to tech to optics quickly and create a lot of Great People along the way. Maybe found a second production heavy city and possibly a third (might be inland) to grab essential resources. You really don't need more than that in my opinion.
Creating a large empire will only bog you down and your economy will TANK COMPLETELY as soon as you move the Palace. It will also be very useless since it becomes an AI civ sooner or later and believe me the AI has no difficulty in ruining what you've built up very quickly ;-).

So, in short, here's what I would do:
  • Keep the settlement as small as possible. Two, maybe three cities. The smaller your initial settlement, the longer you can afford to keep it around later.
  • Don't shy away from wonders. Stonehenge is not bad (helps in settling the new lands quickly), Pyramids very welcome, Colossus, Hagia Sophia, Great Library, Great Lighthouse.
    Let the AI build the Temple of Artemis, since you can run absurdly profitable trade missions there with a Great Merchant.
  • Keep as many Great People as possible for later. Try to make Engineers, you can build Versailles with one later on in a pinch on the new world (as well as plenty of other nice things of course :-).
  • Stay out of trouble. Don't found a religion. Wait for the big religious block to form, then join the club. Staying out of trouble is the hardest thing on terra maps.

Oh, by the way, in the game where I tried the OCC approach, Brennus won an Apostolic victory at around 1000 AD... let's hope such a thing won't happen in this game.
 
Here's the World Builder save file (scenario) for those who want to play it on a different speed and/or difficulty (standard speed might be a bit too quick for the large map, your mileage may vary).

1. Extract the zip file into your "My Games\Beyond the Sword\Saves\World Builder" folder.
2. Start Civ, you can load your favourite mod (HOF Mod or BUG Mod for example).
3. Choose "Single Player -> Play a Scenario". Select the scenario from the list ("joao_rpc_1").
4. Pick your difficulty and speed.

The only drawback is that you will see in advance what other civs we are going to meet in this game, so no spoilers please. We are going to meet them very quickly on the Terra map anyway, however, so not a big problem.
Spoiler :
(I've just had a sneak peek at who we're going to meet -- let me just say that it might get interesting very quickly ;-).
 

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