SGOTM3 Rome - Team microbe

Houston, we have a problem.

@Microbe, I hate to be a party pooper, but here is where the game stands: I have played 10 turns. I have not uploaded the save, nor will I, until Mad-Bax makes a ruling on our game. I will only say this about my turns:

On my tenth turn, I whacked a Babylonian settler pair. Just as I was about to move the slaves, I remembered this:
mad-bax said:
This Months' sponsored variant is Xenophobic NOW
The rules are as follows.<snip>
7. You may never own a foreign worker. You must never buy or sell one, and if you capture them they must be disbanded on the tile on which they were captured.
It then occurred to me that I saw a slave worker when I was moving workers around. It turns out that we had 2 French workers when I got the game. They are so much easier to spot in C3C with their little kilts, but I digress... I think the slaves came from this point, but I'm not sure:

microbe said:
(6)850BC: Vet archer kills reg warrior and capture two slaves. Kill English scout.

@Microbe: later in your last turnlog, you note killing an American settler pair, but I saw no American workers in the game. Did you forget to disband the 2 French workers?

@Mad-Bax: On my 10th turn I disbanded the 2 French workers, but I am afraid that we had gotten some benefit from them at that point. Without my save and log, it looks like we're only 4 turns out-of-bounds. The way I see it, we could

1) Ask Microbe to re-play from the point of the mis-cue (if I have correctly identified that point)

2) Accept the turns as they stand, with a big finger-wagging for the mis-cue

3) declare us a non-variant team. :cry:

If we go with #1 or #2 above, I'm afraid I will have to request a skip until the next set.
 
scoutsout said:
1) Ask Microbe to re-play from the point of the mis-cue (if I have correctly identified that point)

2) Accept the turns as they stand, with a big finger-wagging for the mis-cue

3) declare us a non-variant team. :cry:

If we go with #1 or #2 above, I'm afraid I will have to request a skip until the next set.
If #2 is OK'ed you can post your log scout and we can continue. Option #4 would be to pause 2 workers for 2 turns to even out the production.
 
Tut tut. ;)

Disband the foreign workers, and pillage any improvements they have made. Then carry on guys. You're not the first, and you won't be the last.
 
microbe said:
From my memory I don't think these two workers got any chance to work on any tiles yet during my turns. They were just moving I guess. Not sure what they did in Scout's turn. Sorry about that.
I'll have to compare the first save to my turn 10 save to see what they were up to when I got the game. They did complete something, but I don't know what it was. I'll check everything out and upload/post later on today or this evening.
 
Pre-flight Check

MM Antium for Legion in 2 (this town needs worker turns)
Upgrade Alf to a Legion

IBT - An American Warrior advances from the north, German Settler pair from the north, French Swords, Greeks...some archers, settler pair moves to horse hill

Turn 1 (730)
Lux to 20% to keep Rome happy
Spears on road move north to Cumae
Dangit. Two workers on the hill, a single spear, and 2 French Swords 1 North, with a warrior that can hit Cumae or the hill...
Legion and a forted English horse... no archers around. I hate to trigger the GA this early, but it looks like we have no choice. English Horse retreats.
Fort the Legion next to the lake (settler will go there)
Elite Archer clips Greek archer on mtn 2SW of Veii, no leader.
Settler SE to Gozpel's site (wish we'd discuss this stuff a bit more)
Wake the Elite Archer on the rockpile and move him NE
Wake the 4/5 archer (next to 2 french swords) and move him SW

IBT - American Warrior and German Settler pair advance. French Warrior dies to spear in Cumae. Both French Swords die to our spear on the hill N of Cumae, promoting him. Greek units shuffle, including a Greek horse that appears in the mountains.
Rome Legion>Settler
Antium Legion>Legion (mm to get it in 5)
London completes the Great Library
Babs, Russians cascade to Great Wall, Americans to Lighthouse

Turn 2 (710)
Elite Archer kills american warrior, sees Babylonian Bowman/settler pair in mountains.
Pisae founded, starts a rax
Legion east out of Antium

A 1 hp english horse on a hill... but with a Greek archer closing on Rome, we can't delay the GA any longer...

Sorry team.

IBT - Greek Settler pair retreats, English archer appears, Germans found a city between us and Paris.

Veii Legion>Legion
Neaopolis Legion>Legion

French building Great Wall, now completed in Paris. Russians cascade to Colossus, Lighthouse

Turn 3 (690) maneuver some units...Legions are on our iron/wine road

IBT - Enemies advance...

Turn 4 (670) unbelievable. A Legion falls to a greek horse on a hill. Second legion retreats him.

IBT - Cumae will become a battleground. English horse kills our Archer
Rome Settler>Legion
Cumae Legion>Legion

Turn 5 (650) move the settler out, move some units

IBT - the Babylonians request and audience... and I can't remember if we're at war with them or not. He wants a peace treaty and 140g. I tell him to shove it.
Math comes in, set queue to Monarchy through Polytheism

Antium Legion>Horse

Turn 6 (630) Dial up Catherine and buy Currency for 200g+5gpt. Dial up Bismarck and buy CoL and Polytheism for Currency + 10gpt.

Whack an English Archer at Cumae. Archer dies to hoplite closing on Rome.

IBT - English archer dies to spear at Cumae.
Antium Legion>Legion
Russia completes Colossus.

Turn 7 (610)
Legion retreats English horse at Cumae, Elite kills it.

IBT - an English horse kills our 3/4 Legion outside Cumae.
Rome Legion>Settler
Pompeii Rax>Worker
English start Sun Tzu's

Turn 8 (590)
Ravenna founded, starts a Rax
Elite Legion flawlessly kills 1/4 English horse at Cumae, sees an English archer and 2 horses on the way. Legion whacks hoplite at Pisae.

IBT - Greeks request an audience and are rebuffed. We get the Forbidden Palace message.
Neaopolis Legion>Legion

Turn 9 (570)
Move some units in the east, whack an English archer at Cumae. Pull a spear back to Rome to escort Settler (Legion went north)

IBT - Antium Horse>Horse

Turn 10 (550)
Lose a legion vs. Babylonian Spear, second legion gets it and 2 slaves.

I just remembered something here... in moving the workers around, I thought I noted...

:wallbash:

We have a French worker. Under the rules of the variant, that guy was supposed to have been disbanded.

Map check... we have two French workers.

Houston, we have a problem. We're supposed to be disbanding captured workers.

I disband the newly captured Babylonian workers, fing the French workers, and disband them too.

Clip a Greek Horse, and get ready to upload the save (and beg Mad-Bax's forgiveness)

Edit: An analysis of what we need to pillage will follow shortly.
 
Based on my analysis of the saves at the beginning of my turns, end of turns, and a couple of autosaves... the two tiles noted with yellow circles need to be pillaged.

Sorry team.

sgotm3_microbe_we_must_PILLAGE.jpg


If anybody wants a more complet analysis of this, post it or PM me or whatever, and I'll tell you what I saw. If you guys want additional screenies or whatever, just let me know... but not tonight. It's tired, and I'm getting late.
 
Apologies to the team but RL has reared its ugly head and it looks as if the next month, at least, will be too full for me to play any Civ. This leaves me with no option but to retire from all my SGs :(

Hopefully I'll be back in the autumn.


Ted
 
@Ted: Sorry to see you go. Hopefully I'll catch you when you get a chance to come back.

So... Gozpel's up, right?
 
Ok, I'm back and ready.

Just wondering, who and when will I declare on someone new this time? I have absolutely no idea :)
 
I think we may be way ahead of the game on war declarations. When I got the game we only had peace with 2 civs...

It'll break a couple of 20-turn deals if you declare on 'em (I bought a couple of techs) but Russia and Germany are the ones we're at peace with.

If it matters, Germany's got a city between us and Paris that needs to be sacked.
 
I won't declare on anyone if I don't have to, so if someone can do the arithmetics for when next declaration is due, it would help me alot. I don't want mad-bax coming after me with a red flag or something even worse.

I have afternoon classes today and will probably play this tomorrow.
 
I think sice Microbe refused and France declared before the 20 was up you are in the clear for no declarations. Scout would have had to declare on them and I will have to declare my 1st turn, again. I'm not sure who but I think it is Germany. I think we declare againe at 350BC and then 50AD and then 350AD.
I'll give a look at the save and post thoughts later but Gozpel knows the drill. Kick some tail and hopefully drop some more cities. If that cow spot is still available that would be nice.
 
In 1250BC I declared on Abe. Microbe had France declare in 925BC, 8 turns early, but it was not required until 750BC. The next declaration is due 20 turns after that in 350BC.
 
The rule says: "Once you are at war with an opponent, you must declare war on the next opponent on your contact list before 20 turns have expired since the start of the war."

It doesn't indicate any difference if the war started earlier.

That's my understanding, but maybe you want to ask explicitly about it, especially when a late AI declares early.
 
If that is the case what happens if you're dogpiled by 4 civs out of the gate. You have to declare 20 turns after the dogpile starts. I think that the spirit of the rule is to add another war opponent every 20 turns. If MB reads this perhaps he can enlighten us as to his intent.
 
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