SC03 - Oscillating War for Dummies

Well written and well played. This is a truly outstanding start, if a trifle lonely. Time to get some chariots on the ground and get them some experience killing lions and tigers and bears, and maybe even a raging barbarian or three.

Somebody will want to check the old guy's math here but we ought to be able to do a ten turn cycle on a settler and a chariot or other trooper with judicious application of the forestry and whips once the population grows out to three. And with elephants in hand we shouldn't have to put up with too much griping from the population. Course we need to know how to hunt them instead of herding as elephants don't take kindly to pasture fences.\

Obligatory roster check

JerichoHill - up for 15
Bede - third set 15
Maquis fourth set 10
soul_warrior - fifth set 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.

@Maksim - The link to an old war story
 
After an incredibly daring stunt gone away, the old chieftain has died. Villagers can barely suppress a chuckle at the old chieftain's desire to "fly" Humans cannot fly they say!

A more practical chieftain is chosen among the villagers. He is a strong, strapping, handsome lad, who makes sure historians note his prowress in the company of ladies.

Chieftain Jericho "Very Long and Big" Hill takes the giant club of the former chieftain, and declares his victory. It was a long an arduous campaign, with people talking about setting up an "electoral college". But that is for the future not today.

"URGH! UGAA BUDDA BUGGA. Uhm. Hoo Haw HAH. URGH!"

The villagers nodded, not understanding that Chieftain Jericho has promised to increase their numbers with his own personal fertility campaign. He also promised bigger weapons, cooler boulders, and more corn for ALL!

Chieftain Jericho likes STRENGTH! He inspires a group of rabbly young boys to form together. They are led by Garl The Warrior! Soon their numbers grow by Urk The Warrior and Murkle The Warrior!

Garl dies trying to play with a very big black furry creature our shaman calls the Bear God. Jericho says that this is because Garl was week and had poor manly nails. Chieftain Jericho believes in good, manicured nails.

Along the way, our smart "engineers" learn the secret of handling Bronze! Our slaves...Happy FUN Happy Slaves, find these horse creatures and corral them into a pen. It is good, but Jericho says it takes to long to see them. Our Happy Fun Slaves build a road so that the Chieftain's wish is served.

In very disturbed news, our Warriors find MANSA MUSA! Silly Mansa has a worker building a road on a cottage. Worker is unprotected.

GRR SMASH~! We want a worker...err.. CONCUBINES FOR CHIEFTAIN JERICHO!

GRR SMASH~! To the "cottage" Mansa no like us.

-----

Fellas,

I have stolen Mansa's worker. He is being escorted by our Woodsman II warrior back to THE CAPITAL. There is a Mansa Warrior nearby. Please do not move our guy out of the woods.

Also, I built another worker...err slave. He is working a road to the quarry. We should research masonry next (Hunting now). THE CAPITOL is building a war chariot. If we hurry, we should be able to pump two or three and take out Mansa, thus enabling an Oracle slingshot.

We have 2 warriors around THE CAPITAL. They are healing. Animals are everywhere, so that worker cannot go unescorted.

I did not revolt to slavery yet. I think building war chariots fast and taking Mansa before he builds his skirmisher is key
 

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We are spiritual Egyptians so the revolt to Slavery won't cost a turn. If not timed right and a unit is due to produce we may lose the finish, so it just needs to happen at the start of a build cycle.

And animals won't cross a border except to take prey just inside...so if the slaves are 1 plot away from the line in the sand they are safe. Barbarian yahoos are another matter of course.

To make the Oracle slingshot to Civil Service we will need to kill two rivals, BTW. So if we try an oracle sling before that we need to pick a classical technology.

Looks like smash and grab is the order of the day. But we have no silk for Bede's silk jammy ride in his war chariot, oh, what to do?

Off to battle in my fur coat, but wait, no furs, well, the ancient Celts rode to battle in their war chariots naked......painted red <stumbles off into the cave hunting for ocher, stripping off his robes and calling for the Mali slave to bring his bow and arrows>.

And where away is that Mali capitol anyway? And I am not surprised Mansa no like Egyptians with fine manicures.

Got it

Obligatory roster check

Bede - up for 15 - maybe tonight.
Maquis fourth set 10
soul_warrior - fifth set 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.
JerichoHill - Smash and grab
 
Bede said:
the ancient Celts rode to battle in their war chariots naked......painted red <stumbles off into the cave hunting for ocher, stripping off his robes and calling for the Mali slave to bring his bow and arrows>.

The grumpy old monk naked in a chariot :dubious: that's a visualization I'm pretty sure I didn't need :twitch:
 
i meant that we could at least sling to Metal Casting.

Sorry about not changing to slavery. I would not have used it anyways.

Not worried about animals, except for the worker/warrior combo coming back. I like animals, and thats why I buitl warriors, so they could get that +2 experience (hopefully)


MALI CAPITAL IS DUE SOUTH~! WAAYYY DUE SOUTH
 
Turn 35 (2600 BC)
The Capital grows: 4 and I stall the growth to prevent riots until the elephants are hunted.

Turn 36 (2560 BC)
The Capital finishes: War Chariot and I send her south to meet up with Urg and his concubines.

Turn 37 (2520 BC)
The Capital begins: War Chariot. We are set up to train a chariot in a 2/3/2 cycle.

Tech learned: Hunting. Worker boogies over to set up camp and a road to the elephants.

Turn 38 (2480 BC)
Research begun: Masonry to get the marble on line.

Turn 39 (2440 BC)
The Capital finishes: War Chariot

Turn 40 (2400 BC)
The Capital begins: War Chariot

Turn 41 (2360 BC)
The Capital finishes: War Chariot

Turn 42 (2320 BC)
War Chariot defeats (4.35/5): Barbarian Bear looking for a promotion, none granted though
The Capital begins: War Chariot

Turn 43 (2280 BC)
Contact made: Japanese Empire Tokugawa appears from the northwest

Turn 44 (2240 BC)
The Capital finishes: War Chariot

Turn 45 (2200 BC)
The Capital begins: Warrior as there is a vampire to the northeast and the capitol could use a garrison anyway.

2200.jpg


The Capital finishes: Warrior and goes back on high growth, high hammers as the ivory shipments start coming in and we have an MP now.

Turn 46 (2160 BC)
The Capital begins: War Chariot

The first battle of the war with Mansa in the valley of the bears.
War Chariot defeats (4.25/5): Malinese Warrior

Tech learned: Masonry and worker starts building a quarry

Turn 47 (2120 BC)
Research begun: Pottery

The Capital finishes: War Chariot

Turn 48 (2080 BC)
The Capital begins: War Chariot

Turn 49 (2040 BC)
War Chariot defeats (4.40/5): Barbarian Warrior that threatened our horses

Turn 50 (2000 BC)
War Chariot defeats (1.80/5): Barbarian Warrior on the road to Timbuktu


Happy Slave Workers are chopping a forest while The Capitol trains a chariot due in 2, chop due in 3. When the wheels go on swap to a settler to catch the chop, then go back to training another chariot.

I really have no idea where to send the settler other than south towards Mali or west towards the Stones....

I haven't swapped out to Slavery yet, so that should probably be next.

The Foreign Concubines are building a road to the Mali territory under cover of Urg and some chariots

We should have five chariots at the gates of Timbuktu shortly.

One chariot should probably stay near home to provide for vampire slaying, as the bogies are wandering by.

There are also two natural warriors handy, one guarding the ivory and the other on MP duty.

I think I wasted some research turns as we don't really need Pottery yet....

The long road to Timbuktu

2000.jpg


The gathering storm

2000_01.jpg


A closer view of Urg, the Concubines and the chariots

2000_02.jpg


And The Capitol

2000_03.jpg


Roster check

Maquis up for 10
soul_warrior - on deck for 10
Maksim - first set 20 and established a standard for reportage that is hard to beat.
JerichoHill - Smash and grab
Bede - got naked and killed a bear for its skin
 
prince agammemnon was a wily and crafty warrior.
Urg! said that he be weak.
Urg! shall suffer defeat by a long a hot piece of papyrus card being shown his true nature!

beware the wiles of the Jive Talker.
tremble in your seats in anticipation and bow down before the Porcelain Gods :worship:

my feeling is to go for :smoke: and [pimp] (e.g. get them stoners)

ok, now back to studying how to create user groups and limiting thier priviliges within the domain :confused: and its just the beginning ;)
 
May want to switch the research to Fishing there don't seem to be many grasslands in the immediate neighborhood for building McMansions so commerce is at a premium. Also the water is set to seas so there may by some fishing type resources in the fog that we can't see yet.
 
Got it. I'll see if I can get to it later tonight, otherwise tomorrow morning.

Hopefully I can try to keep up with the witty reporting styles! :)
 
I imagine Mansa should fall this turnset

Keep the city or raze? That will be your decision

If we can find Toko, I say we go and take him out with chariots too, then hit the oracle sling...while keeping in the rules of the variant

alot of headaches will be gone.
 
Not sure if I have the time nor wit to write up a great turnlog... but here goes...

As the new cheiften Maquis reluctantly takes the throne, as word comes out of the restless hordes that have been raoming new The Capital. He has also been been asked to thwart a distant tribe of "malinese". Here is a quick summary of the time spent in power:

As I send the throng of war chariots south, the natives become restless once again. Vampire warriors close in from the west, north, and south. I feel I have to send a couple of our chariots to take them out, as well as fog-bust.

The Foreign Concubines continue their laborous work connecting this road to The Capital. This takes more than the time alotted for my reign.

Also during my reign, the local scholars tell me they have discovered something called pottery, and claim they now can build structures outside the capital that will some day increase our great wealth. Your cheif is mildly impressed. I instruct them to figure out a way to better deal with the restless natives... they tell me they are researching a way to fling sharp sticks at the enemy, and this will keep The Capital safe. Althouh this sounds interesting enough... I will believe it when I see it!

One thing I must note... one day I got word of some of the residnets of The Capital were intersted in studying the rocks that lie to our west. I told them that our workers cannot venture that far from The Capital. They continue to beg that I find a way to gather these rocks. For their insessant complaining, I then throw them out of The Capital, and tell them to find their own method of gathering the rocks. A few turns later, I hear The Outcasts have formed their own city, and claim they can not only gather the rocks, but some shiny stones and even say that they have found "dye".

thebes7do.jpg




On a bit of a more serious note... 4 of our war chariots have made their way to the enemy stronghold. They have 2 Skirmishers proteting their city, and we will need more chariots to mount a successful attack. The battle will up to the next person!

Here's the save:
 
Spoiler :
for the logs
Turn 60 (1600 BC)
Tech learned: Archery
The Capital finishes: War Chariot
Judaism founded in a distant land

Turn 61 (1560 BC)
Research begun: Fishing
The Capital begins: War Chariot

Turn 62 (1520 BC)
The Capital grows: 6
The Capital finishes: War Chariot
War Chariot defeats (0.40/5): Barbarian Warrior

Turn 63 (1480 BC)
The Capital begins: Settler
Contact made: Incan Empire
War Chariot defeats (4.40/5): Barbarian Warrior

Turn 64 (1440 BC)
The Outcasts's borders expand
Warrior defeats (2.00/2): Barbarian Warrior
Warrior loses to: Barbarian Warrior (1.56/2)

Turn 65 (1400 BC)
War Chariot defeats (4.40/5): Barbarian Warrior
Contact made: English Empire
Tech learned: Fishing
Warrior defeats (2.00/2): Barbarian Warrior

Turn 66 (1360 BC)
Research begun: Iron Working
War Chariot defeats (2.90/5): Barbarian Warrior
War Chariot promoted: Combat I

Turn 67 (1320 BC)
The Outcasts finishes: Warrior

Turn 68 (1280 BC)
The Outcasts begins: Archer
The Capital finishes: Settler

Turn 69 (1240 BC)
The Capital begins: War Chariot
War Chariot loses to: Malinese Skirmisher (2.32/4)
War Chariot loses to: Malinese Skirmisher (3.36/4)
War Chariot loses to: Malinese Skirmisher (2.08/4)
War Chariot loses to: Malinese Skirmisher (0.52/4)
War Chariot loses to: Malinese Skirmisher (0.16/4)


mogley thought he had it made. what could be better than a mission within the diplomatic core.
people said it was like Hard-core, only more civilized.
nutin' rong wit a bid o' culutura, righty o?

there were none better than him at fogbusting, so he offered to go into the fartherst reaches of the north. maybe he could land a rich baroness from Reykavik or Trent upon Rye.

one day, Mogley has heard a troubling piece of news.
his highness decided that having people do anything you tell them to do is nice and comfy.
he agreed :D
too bad the highest of the high tend to abuse such nice comforts.
Mogley was sure he didnt need to force any of the heiresses he was sure would be knocking on his door anyday soon.
no need at all.

not a fortnight after, Mogley meets up with his first heiress.
YES!! :mad: she had to be a HEIRESS! :cry:
who would wear a headpiece with lots of feather IF THEY WERENT A GIRL, eh?
Hooya Kapac was his name, and annoy us was his game.
Mogley vowed that one day he shall have his revenge.

running, in shame into the jungle, mogley stumbles unto a campfire, where the gang wanted nothing to do with seeveelized peepEl.
they tired to ambush him, but mogley, trained in the ancient arts of FuKKoo, beat them into the trash they were.

trying to clean up after himself (it is VERY UNCIVIL to hike and leave trash were you have been)
he sees, in a pond, this GORGEOUS girl, bathing in a pond.
---censored by ?????-----
after which they decided they could meet again.
she told him right before she left
"my name's Lizzie, and i love :spank:. cee ya ;) "

pondering this girl, mogley stumbled in the woods upon a big shiny rock.
which promptly hit him on his head.
"whatcha think ya doin, mOn?
dis here is me turf" said the rock.
"thinking "i must be dreaming. lets humour it.. mogley replied
"no it aint. tis public or me bossman's.
"who be yo bossman, tumbleweed?
"cant recall, said mogley, youve just caused me to forget with that blow"
"ahh, sorry bout it, said the rock.
"can i tell you a lil secret?
"if you throw me in da fire, ill turn into some very nifty stuff.
try it.

so the legends say began our quest for the secrets of ironworking.

on the last year of Mogley's tour, terrible news came form the Mansurian Front.

the trroops having been encamped out of the walls thes emany years, saw Mansa grow and flourish, till one day the saw
2 skirmishers and a settler fleeing west across the river.
that meant that mansa had just 2 skirmishers left as defence, and withfresh troops just there.
what could possibly go wrong, thought the general?
ATTACK>>>
that battle raged for 3 whole days, with mostly brave charioteers crashing against the walls of Mansa-Tirith.
that single battle has lost us 5 chariots.

------
we still have that settler, in The Capital, waiting for orders.
 
Too bad, so sad, Mansa turns out harder than he looks.

And we can't learn Iron Working until somebody is dead!
The Variant said:
Before proceeding from one era to the next, i.e. Ancient to Classical, one rival nation must be conquered. Only then can we unlock the the next era.

Roster check
Maksim - up
JH - on deck
Bede - waiting patiently
Maquis
s/w
 
oopsie about the Iron.
thought it was ok, guess i was too lazy to check the list.

but on the bright side..
just learnt that im an uncle :dance:
out now to shop for some cute baby stuff.
maybe some toy soldiers and a [c3c] cd.
 
Got it. Some rules lawyer might argue we could always start researching IW - just have to remember to turn it off (or switch to something else?) before we finish researching it.

Or do we play "0% science" if there are no legal techs to research?
 
I open the save, and finally understand why some SG players would write “Well, I spent an hour looking at our situation, and here’s what I think...” I’m not at that their level yet but I did spend a fair ten minutes on figuring out what to do.

Here’s my pre-game analysis, based on what I’ve seen. Please note that I do not claim to be an expert, an objective observer or a calm, coherent and rational human being (I do, however, claim to be a human being, in case you were wondering). Let the ranting begin!

What is a settler doing on a mountain without a road? Where is he supposed to be going? East? But where? And if so, why not leave him on a roaded mountain one square north? This is two wasted settler turns right here – mind you, that’s the least of our worries right now.

Outcasts are building an Archer without Barracks. Our great Capital is building a War Chariot... which would be good except that IT DOESN’T HAVE BARRACKS EITHER!!! OK, I think I might be hyperventilating now, and there’s some steam coming out my ears (obviously the Civvers inside my head just discovered Steam Power).

Mind you, I can see the reason we are building a Chariot right now – there isn’t anything stronger than a basic warrior around in our capital, and we’ve got barbarians on the way. These are not the odds I like to be playing with, so I take this idea to its logical conclusion, and pop-rush a chariot (we are past our happiness limit anyway).

The warrior from the capital goes to a wooded mountain in front of the barbarian. He’s got very good chances with the +75% defense bonus, and if he loses, the chariot will take care of business (see screenshot one for the picture – you can also play “Spot the settler!”).

The second screenshot presents the state of affairs in the western part of our empire. Note that we have two workers in the vicinity of the city (one is atop a mountain, another is selected and building a road on stone). Notice how neither worker is doing anything about elephants, which, had they been camped, would have solved our happiness problems in the capital.

We now turn our attention to the minimap, and see the curious shape of discovered lands. The dedication and single-mindedness of our explorers is astounding – we know almost nothing of lands immediately to our east and west, but we traveled down south until almost the end of the world!

What’s even more astounding is an unbroken road going all the way from us to the doorstep of Mansa Musa. This jaw-dropping transport network would cause envy in all who see it, except that there isn’t anyone to actually do the seeing (they suffered from a slight case of death, I gather).

So, Mansa Musa, our enemy. What can we bring against him? Well, we have two chariots at 0 XP who can attack him the turn after next, and one slightly wounded that would need another couple of turns to arrive. What does he have? Well, as I find out a turn later, he’s got two Skirmishers with City Defense promotions (one’s doubled). What are our chances of success? Ten percent? Less, actually.

This isn’t unexpected – we lost five chariots here (our total lost is six so far, so one must have fallen elsewhere) just before my turnset, which nicely translated into promotions for his guys. A failed attack is worse than no attack at all. Could these guys, fallen behind, have helped matters? We’ll never find out now.

Anyway, back to the road. It’s long. Very long. Still, no problem – our chariots can travel four spaces while on it. Except that even taking that in account, it will take a chariot ten turns to arrive! So I’m definitely not taking out Mansa Musa during my turns.

What can I do? Well, let’s see if I can patch up our infrastructure a bit. Change research to Mysticism/Meditation so that we don’t break the variant rules. Send the settler somewhere sensible. Harass Mansa Musa so as to keep him weak (personal grudge, I’m afraid).

And off I went with this in mind. Deflected the first barbarian wave with the rushed chariots and the defending warrior, but the bastards have been coming pretty steadily ever since.

The Capital built Barracks, and went back to War Chariots for a while. The Outcasts have built that archer, and are now building Barracks as well. And as for the settlers, well they had a choice – either go south, meet some pigs and find some copper, or go into the deep dark jungle... so of course they went into the jungle.

They found Paradise there, so it can’t be all that bad, right? Well, one day it will be a powerful place with loads of grassland, bonus resources such as cows, rice, dye and silks. Until Iron Working, however, it’s of limited use – it could grab some cows who chewed down all the jungle, build a cottage or a mine but everything else is covered in stinky festering jungle. My bad on not thinking this through. :(

But hey, at least we secured a flank and won’t get many barbarians coming from that direction – there’s a promoted war chariot in the city, and a warrior scouting just outside.

I also sent another chariot to the west and found Tokugawa’s lands, and a tribal village! The villagers gave us a free warrior, who may die on the interturn, so please don’t look him in the mouth (gifted to the horsemen, and all that).

Overall, we are in reasonable shape to produce a chariot every two turns in capital. Either Paradise or Outcasts could build another settler, and send him down south to grab the copper (although there is another one east of Paradise, in case we lose the first one).

There are some barbarians in our lands but we’ve got chariots on hand to deal with them. I left them unmoved, as I personally would wait until they move onto a roaded tile, but it’s up to the next person what they want to do.

My scouting efforts surprised me. I’m not that familiar with Highlands but why is everyone so far away? It’s killing us. Taking out Mansa might be still our best shot at fulfilling our conditions, as at least he won’t get a chance to build spearmen – unless his second city’s got copper, which means that our chariots over there need to stay alive, away from barbarians, and pillage anything. Maybe just get close to his second city and make sure he doesn’t send out workers, if it’s not too late for that.

Then we could amass a force of five or six experienced chariots, pick some easy barbarian fights on the way to get them to second promotion (cover!), and send them south ETA twenty five turns or so.

Overall, we have suffered some setbacks, and the variant just got harder due to the distances involved. Still, if we pull together and destroy Mansa, the first hurdle will be over. And if we don’t, well, boys don’t cry. But men do!
 

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Nice job, Maksim. You are getting to Grumpy status, welcome.

I think for the near future, keep harassing Mansa so he doesn't get too big for his britches, claim the copper, and build some axemen and go kill him. Or not, and shift the attack focus closer.

Highlands are tough logistically. Somewhere out there in the fog is Shangri-la, though, if my past experience is any guide.

Roster check
JH - up
Bede - waiting patiently
Maquis
s/w
Maksim - ranted, raved and got some things done.

On the pre-research, I anticipated that it might come up and see nothing cheesy about doing that, it just needs to be handled very carefully. No tech trading is on so we have to research everything we are going to want anyway, but no research is certainly a useful option.
 
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