Sirian's Infantry Variant - The Roman Legions

As so much of nothing happened in the first ten turns, I hope you guys don't mind if I played 20 turns. I looked and didn't say a hard & fast "set in stone" #of turns rule in this thread, so...

1750 BC [0] - Gee, not much to do so I don't do much aside from pressing "Next Turn..."

1675 BC [3] - Archer from Antium heads to scout out the area around light blue dot.

1650 BC [4] - Workers near Veii begin work on a mine. Drop science to 90%, gaining 1gpt and still getting B.W. next turn.

1625 BC [5] - Set research to CB, due in 4 at max science.

1600 BC [6] - Workers from Veii & Antium begin work, Veii worker on jungle-clearing duty Antium worker to feed the cows some water. Antium to build settler, Veii set to spear. B/C of the lost pop point at Antium, CB will still take another 4 turns to research.

1575 BC [7] - There is no barb camp at light blue dot. Our archer takes up station on the adjacent hill. Cumae worker->worker.

1550 BC [8] - Drop science to 50% to still get C.B. in 2 turns, but make +5gpt now. Kinda weedy not noticing this earlier.

1500BC [10] - C.B. comes in. Switch research to Map Making, due in 26 at 100%, -1gpt.

1425BC [13] - Settler from Rome begins the trek southward to light blue dot. Rome's warrior doesn't need to escort/scout, as the archer from Cumae has the area well supervised from his hilltop perch.

1325BC [17] - First spear completes in Veii, set to build temple to get the whales online for more workers faster. Settler from Antium heads out to Yellow Dot (why not pink dot? Cause Rome's next settler will pop next turn and can be there *alot* quicker)

1300BC [18] - Neapolis founded on light blue dot. Roman settler strikes out towards pink dot.

IT: A barbarian camp has formed on green dot, and a barb warrior heads out of the fog.Still no indication of where he's headed, our military from Antium or Cumae can react accordingly.

1275BC [19] - Pompeii founded on yellow dot. Ack. That barb camp is close, and Pompeii needs ten turns to grow *or* build a defender. I think I'll send the warrior from Antium to 'attempt' to disperse the camp. Our archer is now way up north checking if that's a chokepoint or the corner of our island. (Hey, he was the first free unit...)

1250BC [20] - Uhh...the yokels are back. And by the appearance of a horseman, at least one of the AIs knows Horseback Riding. Depending how my combat luck goes, I could either be leaving this game in great shape for the next leader, or terrible shape.

inf2-001.jpg


I win against the horse, but lose 2hp in the process, and get no promotion. I swap Antium production to spear. Next leader can decide whether to rush it or not, you could rush it and have a spear defender, making that city virtually impregnable to the barb warrior nearby. I also move out the Cumae warrior towards the barb camp, to help with sacking it.

In other news, our archer in the north discovers this *is* only us on a ball of rock & jungle, there's no pathway to another land up there. Or probably not. There might be one of them REALLY skinny isthmus's, it might be worth another move just to make sure...I've seen really thin isthmus's of land from a setup like this before.

inf2-002.jpg


http://www.kaejae-worx.com/~devin/civ3/inf2/inf2_1250BC.zip
 
We're making some good headway. :)

The turns are strict ten turns per player from here out.

I suggest whipping an archer instead of a spearman out of Antium. These PTW barbs are apt to ignore defended cities and wreak havoc in the countryside. I'd get the wounded unit back to town for MP and go after the camp with the archer after it takes out the enemy warrior. (What is our only archer doing on scout duty? :hmm: The spear up there could have done that. That archer was intended to remain in the Antium area to deal with barbs! Now we have to whip our people to replace the slackers.) The one place where Monarch difficulty makes life truly easier is vs barbs, with a large bonus vs them. Even attacking across the river with an archer should be no problem. (And if it is, well, thems the breaks, we'll just eat the setbacks).

Obviously, Case 2 is the reality. Camps won't appear next to land lit by borders, but they will appear two spaces away. Once pink dot is settled, that will leave the north and west secure. There will be four locations left where new camps could form: dark blue dot, green dot, orange dot and purple dot. If we park units in each of those areas (until settlers arrive) we would prevent any more camps from appearing. Then we could go with a higher emphasis on workers for a while.

Veii looks secure from barbs to me. I suggest getting that spear (and archer) onto barb duty, train a regular warrior there for mp, and try to coordinate Veii training a ship with when the tech comes available (to have a ship out there as quickly as possible, and preferably to take a warrior with it for possible hut popping).

One more note: the worker stack in the north is on the only wasted jungle tile of the dotmap, so don't automatically start chopping away. :smoke: :D

Good luck, Gris.


- Sirian
 
Question about the dot map. What would be the drawback of moving the "grey dot" one tile SE? If it were moved one then that jungle spot where the workers are wouldn't be wasted.

Just thought I'd ask. :) Oh, and yes I found case 2 to be true as well in my shadow as well, but training a few warriors (to later upgrade to legions!) out of Antium helped clear fog out quickly and cheaply. :)
 
Heh, I'm probably not ready, but where would I be without Sirian to prod me out of my comfort zone? :hammer:

1250 BC - Cicero III takes control of the Empire. She orders Veii to use the temple materials to train a warrior instead, claiming that a warrior could be completed quickly with no waste. She then orders the workers in Antium to "string" that spear, making an Archer. The people, left to their own devices, would slack off and allow themselves to be pillaged by the Barbarian Menace, so Cicero is forced to whip them for their own good. The people fail to see how this will benefit them, and become unhappy. Cicero must have been at the :smoke:, however, and raises taxes across the civilization rather than simply throwing a party in Antium.

She instructs Neapolis to build a worker, and tells the people of Veii to look after themselves as she sends their Spearman towards the purple dot. The people of Veii have no idea what this "purple dot" might be, but they've heard rumors of the Whip, so they don't complain.

BT- Veii warrior -> worker
Antium archer -> settler

(1) 1225 BC - The civ-wide party is over as Cicero wises up. She instructs the people of Antium to look into mapmaking this turn, even though that means they can't prepare their settler. Our wounded warrior should arrive soon, ensuring that the people will be able to prepare their settler while the warrior keeps things in order.

Veii is all set to complete its worker in 4, grow a turn later, and have a galley ready the turn after map making. :D

Our archer attacks the barbarian from Antium and wins handily, taking no hits. Cumae's warrior heads towards the blue dot for bar duty. The northern archer heads towards the orange dot for bar duty (with the standard graphics installed, it looks pretty clear that there is no more land up there).

Cicero III ponders her worker situation. She considers ordering the three idle workers to begin a road on that wasted jungle tile, because this may be the best way to connect the northern and southern areas of her Empire. However, the people are still preparing many workers and settlers, and don't need the spices just yet. She decides to send the workers to Veii. Road-building is a priority, but it can wait.

(2) 1200 BC - Pisae founded at the pink dot and begins a worker. Our wounded warrior arrives in Antium while the archer moves towards the camp. Pompeii swap to worker.

BT - Rome set -> set

(3) 1175 BC - Our new settler is ordered to head towards the blue dot, although he's never heard of "blue" or "dot", he knows better than to argue with the Emperor. Cicero III believes that the blue dot site is most likely to be free from barbarians by the time the settler arrives.

BT- The barbarian camp has build a galley. This could be bad, because an AI has mapmaking and could be headed our way, but also means that our bar camp hasn't made any more warriors.

(4) 1150 BC - Our archer dispatches the bar camp, losing 1 hp.

BT - Veii completes worker and starts temple as prebuild for galley.

(5) 1125 BC - The new worker heads south to join Rome's stack (when he gets there, the other two workers are 1 turn from completing the jungle clear, so he starts a road on that tile. This is why the road is completed before the mine on that tile). The spices by Cumae are cleared, and the workers start a mine.


(6) 1100 BC - Antium is now size 2, meaning it now has access to food *and* shields. :lol:

BT- Cumae worker -> barracks (maybe not the best spot in the world, but we might as well start one somewhere)
(7) 1075 BC - Cumae worker joins stack. Our spear sees that there are no barbarians by the purple dot.

BT - Rome settler -> settler
Neapolis worker -> worker

Cicero III may even be a more ravenous worker builder than Cicero I! But, the barbarians are no longer much of an issue, and she is concerned with improving tiles and with building a road network to help move troops and supplies around inland. If we can avoid contact for a bit longer, she believes that this will pay off.

(8) 1050 BC - The purple dot spear is ordered to check for barbarian activity near the orange dot, and the archer is diverted to cover the purple dot area. This will keep fog from returning to the purple dot, and uncover the orange dot a bit sooner.

Rome's settler heads for the purple dot. The orange dot site is better, but Antium's settler can cover that one.

BT - Pompeii worker -> worker (the madness continues!)

(9) 1025 BC - Ravenna founded at the blue dot, and starts worker. Ravenna will need a temple soonish to have access to the jungle tile to the south.

(10) 1000 BC - Our spear sends word that there are no barbarians on the orange dot. The days of the barbarian menace are over.

Map making is due in 4 at a small deficit. Veii can then swap to a galley and complete it one turn later.

This is probably the only time I'll play such a peaceful 10 turns of always war! As it was, this was a very nice, relaxing way to spend Christmas eve. Now, back to the hustle and bustle of RL! :santa:

-Griselda

inf2-gris-1000bc
 
Cicero III the Conqueress! :whipped: Whipped them barb tribes right off the continent.

Hotrod, make sure to follow Gris's plan for our first ship at Veii. Looks like you'll get to do the first naval explorations. No accidental sinkings in deep water, plz. :) High priorities for techs include Iron Working (legions), Masonry (Walls, Outposts, Pyramids/placeholder), Mathematics ('pults), Literature (Libraries), and Monarchy! Yep, nothing to it. You'll be fine, I tell ya. :)

:santa:


- Sirian
 
1000 BC (0): With his marching orders Cicero IV takes the lead of the his great great grandfather, " horses we don't need no horses!" and the saga continues. With only a few things to consider, okay a bunch, we begin. Nothing to change..

975 BC (1): Southern Archer moves 1 SW to the purple dot and spots fish!!! There must be a coast to the SW! The settler continues south. Hire scientist in Antium to avoid a riot, they got whipped and still feal the effects. Settler will be due in 3 turns, now but Maps will still be completed in 2 turns. If I used the lux slider 20% was required and 80% research only gets Maps in 3 turns. Opted for the scientist. Antium will be back to size 1 in 3 turns anyway.

950 BC (2): Pisae builds worker starts another. Slider remains at 90% to get Maps next turn.

925 BC (3): Learn Map Making, start on Masonry due in 6 at 90%. Switch Veii to Galley due in 2 with no waste :D. Change Antium to a taxman, +1 gpt now, still 6 turns at 90.

900 BC (4): Rome builds settler starts another, Antium builds settler starts granary. It is the only other city on a river with a food bonus and the granary will push its growth more quickly. Rome settler is heading north, peal off the warrior in Veii to do some "fore" scouting and see land across the shallows! Masonry in 5 with -1 gpt.

875 BC (5): Veii builds galley starts warrior. Galley heads north, picks up the warrior on the way, spies a hut across the coastal waterway. Hispalis is founded to the south start a galley, worker by Antium finished the mine and is heading to work the bonus grassland shared by Antium and Hispalis.

850 BC (6): Pompeii mine completed, have to switch from worker to warrior to avoid building worker too soon. Warrior is dropped on the Northern territory and popped the hut, we got maps :(, there is a small land to the NW and another hut, other than that mostly mountains.

825 BC (7): Pompeii builds warrior starts worker. Virconium founded on the Northern tip. Galley exploring further north, sees a cattle in the plains along with desert. Cumae builds barracks starts spearman.

800 BC (8): Veii builds warrior starts another galley. Neapolis builds worker starts another. Found Lugdunum to the South, starts worker. Masonry in 1 with +17 gold. From the looks of it the Northern lands is another rock hard island.

775 BC (9): Ravenna builds worker starts another. Iron working in 7 at 90%, and -1gpt.

750 BC (10): Rome builds settler starts another, popped the second hut and got skunked. A third hut is spotted on a different land mass to the north, will pickup the warrior and shuttle over. IW due in 6 at 90% and -1 gpt.

NO Contacts made: built many workers started many more, all can be changed if Sirian believes we have enough for now. A settler is in route to found another city, only 2 remain from the original dot map but a few sites may be possible to the north. Rome is still building settlers, switched Antium to granary but that too can be changed. The barracks completed in Cumae so we will get a few vets built.

All yours Sirian ;)

Good luck

Hotrod

Here is the save:

http://civfanatics.net/uploads3/inf2_750BC.zip
 
It's a beautiful Christmas morning in western Pennsylvania. We have a nice steady snowfall. "And since there's no place to go, let it snow! Let it snow! Let it snow!"

Actually, I'm about to head down the road a couple of miles to my mom's house for Christmas dinner. But I enjoyed the view for a while this morning, so peaceful. The quiet crunch of freshly fallen powder underfoot, the whispering hiss -- almost silent -- of tens of thousands of flakes gently landing. White, everything so white, the air brisk and fresh, the sky quiet gray. Life is good. :)


IT 750BC: We need to get some culture going. I swap Rome and Veii to temples, let them build up some population now that they have a few good tiles to work. A few other towns that can muster more than one shield at size 1 are also swapped to temples.

Early turns, settled the last western town at white dot. (White dot! How appropriate!) With our cities building infra this round, there will be no more settlers for me to play with. I decide I'm going to whip out two more galleys from towns in the south not building infra, to do some more scouting, especially to check out those coastal fish Hotrod spotted.

Middle turns, pop the goody hut on the small island, got a conscript warrior and spotted a golden border.

inf2-690bc.jpg


Hmm, Mongols. Made contact the next turn. They have Iron Working, Wheel, and Mysticism, which we do not, plus ~200g reserve. They lack Writing and of course Mapmaking. They have contact with no other civs, which must surely mean they are also alone on their landmass. I decide NOT to trade them writing and declare war. They have more score, power, and culture than us.

I send our first vet spear to Rome to work MP duty for now. A warrior not needed for barb watching duty was sent to Antium for MP there, and I stuck with no lux taxes all round. (That may have to change, I'm not advocating that as future policy).

Late turns, whipped partial progress on temples at gray and purple dots, and whipped the two galleys I talked about at orange and light blue. I only got to move them twice. Falsfire should have fun explorations ahead. There is indeed land to the south, land we can easily reach. We need to find out, quickly, how much land is there and whether or not it is inhabited, isolated, etc. We do NOT want to postpone contacts, because contacts will lower our research costs, and we appear to be behind in research already! If the land to the south is inhabited, we have a close front and may end up in combat soon. If not, then we may want to send settlers.

Japan finished the Oracle. The Pyramids cannot be far behind. I fear we don't even have much chance to get the Great Library, as the only city with any shot at it would be Rome. We may have to train some legions to send at our closest enemy and pray for a quick leader pop, or else we are going to be in for a really long haul!

Our galley with the two warriors was attacked by a barb galley in the north and barely survived, but did promote!

inf2-570bc.jpg


I have been using the warriors to land, then immediately reboard ship, to get more scouting done, harass the Mongols a bit (pull their strings and get them into war mode), and also been looking for chances to pillage. Don't just waste these units! The Mongols have spears in all their towns, so no use attacking. Keep the units alive if you can, but go ahead and harass Temujin if you think you see a good opportunity. We need to get our wounded ship back home after circumnavigating his continent, I think.

As for research, we need Literature, both for libraries in our best cities and to have a chance to nab the Great Library if we do get a leader. A four-pack of vet legions could probably harass the Mongols pretty well. We DO have iron, one near Rome and one on the small island to our north. I do not believe we have any horses, but I didn't look closely. We could stand a few more workers, but we do need to shift gears now, get some basic infra built and get some units going. Any town without at least a couple of good tiles to work can be training more workers until there are good tiles available, but towns with improved lands need to move on to other projects now.

One thing to keep in mind, researching techs known by other civs is cheaper. Especially if we miss out on the Great Library, but even in general, we want to follow, not lead, in the tech race, unless there is an urgent priority on hand. I researched all the techs the Mongols have. Once they will talk to us again, see if they have picked up anything else we don't have yet. It also looks like their land mass is at least as large as ours and probably larger. (Since they have more score than us). There are three islands between our two continents (at least), so we may end up getting a Pelago feel out of this game on our end, with us spread across a number of small land masses, and who knows what for the AI's. As quickly as SOMEBODY got to horseback riding and then mapmaking, seems likely there's a pack of AI's on a large continent somewhere. ... We need more intel!

Inf2 - 550BC


- Sirian
 
We don't often get snow out here, and when we do it's not enough to provide that silent white blanket effect. Thanks for bringing back memories. :)

Everyone else here is, oddly, still asleep. I suppose I should let them sleep for a while longer.

Merry Christmas, everyone! :santa:

Wow, all four players took their turns in just over 48 hours! We're off to a great start! :goodjob:

-Griselda
 
Merry Christmas ! :santa:

We DO have iron, one near Rome and one on the small island to our north. I do not believe we have any horses, but I didn't look closely.

"Horses, we don't need no stinking horses!" That being said is there a benifit to us if we do have horses? We aren't building any horse units?

Hotrod
 
got it.

No snow for xmas? I can't imagine such a thing...although we did just about get it this year. It was still just under freezing and totally dry, with exposed grass and all just a week before xmas. Then as is VERY typical of Winterpeg, we got all our snow at once. 40cm of the fluffy white stuff in 48 hrs, with temperatures plumetting down to the christmas-time norm of about -25 C.

So I *still* have not experienced a non-white christmas! But hey, that's the way christmas is supposed to be, right? Just like every New Years eve is supposed to be -40C, eh? :) (minus forty is, coincidentally, the one temperature where both celsius and fahrenheit are exactly the same...-40F = -40C...little bit of winter trivia for y'all!)

Merry xmas to all. I will probably play my ten turns of glory tomorrow (the 26th).
 
Are horses worth anything? Well, sure, one extra unit of trade in the tile in question. Any horses we have are horses somebody else does not have.

On the other hand, the reason I couldn't find any horses may have something to do with the fact that we don't have the wheel yet. :o

Winterpeg? Haha! Our official Royal Canadian Mounted Popsicle. :lol: I visited Canada once (in the winter) with a friend who was getting his dual citizenship. Guelph, west of Toronto. That was almost as far south as Canada goes, but it was far enough north for me! I was surprised at how many things were different about Canada, starting with the complete lack of anything tall, the whole country just sprawled and sprawled. Metric signs were different, and so were some of the phrases people used most often. Bagged milk, that was different. (Eh?) The oddest thing of all, though, was how incredibly HOT HOT HOT everybody kept their homes. Sheeeesh! Like body temperature, almost. How could they stand it? It was almost less miserable outside. :lol: I was polite and didn't say anything to anybody, but my friend and I sure did complain to each other. :) Is it like that all over Canada? I keep my home here in the states between 65F and 73F (some rooms stay warmer than others), and wear an extra layer of clothes in the winter. I don't have central heat and don't use a thermostat, so I have to watch the weather forecasts and dial my heat setting appropriately. That's a fine art and occasionally requires, um, additional adjustments. :lol: That's better than many of my neighbors, though. Here in coal country, most homes are (still) heated with coal -- it's very cheap fuel, even some of the more well-to-do folks use it and make their own fires, but I could go on and on blabbering about stuff like that, so I'll stop now and wish you good luck on your turn. :)


- Sirian
 
I don't think it's typical of Canadians. Most people that I know keep their houses between 20 and 23 C, which would work out to 68-73 F. Now, my wife likes it hotter in the winter and cooler in the summer than I do, but she has poor circulation. I guess the people you were visiting like their houses a bit hotter as well, but most people I know don't; if anything, they like it cooler. Many Canadians take a kind of perverse pride in how much cold they can tolerate. :)
 
Originally posted by Zed-F
Many Canadians take a kind of perverse pride in how much cold they can tolerate. :)

Hehe...yup. And how much heat we can tolerate too. It's too bad some of you don't get to visit Canada in the summer to see that we're not always eskimo-ville. Come up in July or August and see that we're no longer -40C, more like +35C to +40C (that's in the nineties or low 100's F)

That's one thing I like about Wpg, we get to experience EVERY range of the temperature dial, from extreme heat to extreme cold. Setting the temperature in your home? Must be nice. I've always lived in hot-water based heating homes, and my current appartment doesn't even have a thermostat. You simply make do with what temperature it is, winter temps in my appartment vary from about 55F to 85F, depending on the mood the heating system is in that day. I really hate the 85 degree days tho, it just seems wrong having all the windows open and running around in shorts when it's -25 outside.

As for metric signs, well, even I'm confused by them sometimes. It's odd that we're a place that measures highway distance in kilometres, but most Canadians measure shorter distances like the height of a person or length of a wall on their house in feet and inches. Ask me what I weigh in kilograms and I'll stare back with a blank look, but in pounds I know it.

Anyways, enough idle chit-chat, time to get down to playing my ten turns and post a turn report... :beer:
 
550 BC [0] - change nothing

IT: An elite Mongol warrior attacks our landed reg warrior near Darhan, we win, losing only 1hp and promote to vet!

530 BC [1] - Cumae builds spear, starts spear. South galley explores round a small 4-tile island with three fishes around it.

510 BC [2] - Antium granary->rax. Pisae warrior->rax. Galleys continue to explore around. Mongolia will listen to us now. He has only the Wheel up on us, and still lacks Map Making. It won't be long though, so we'll soon have to make sure we have our northern cities defended by spears, plus have an archer (or legion) or two ready to attack any units he lands.

490 BC [3] - The Wheel discovered. As if it matters to us, we do have horses on our mainland, already connected to boot. Literature in 9 at 90%, 0gpt. Veii temple->rax. With the uploads server offline, I cannot view Sirian's dotmap, so the settler from Rome will go to where I *think* a dot was. I land our two warriors onto two separate hills on Mongolia, only to discover that the conscript is adjacent to an archer, even though he's on a hill the odds are not in our favour when the vet archer attacks us.

IT: we do lose the conscript, taking only 1hp off the attacking archer.

470 BC [4] - vet warrior re-enters the galley alone, continue to circumnavigate Mongolia. Southern galley has found that the isles to the south appear very fertile, and so far uninhabited.

450 BC [5] - more seaborne exploration.

IT: Japanese finish Colossus in Tokyo.

430 BC [6] - We debark our vet warrior again for yet another harassment campaign against Mongolia. Ghengis still lacks MM.

IT: Mongols send a couple swords towards our warrior, but can't attack this round. Mongols start building the Pyramids.

410 BC [7] - warrior retreats into our boats. Our southern galley continues to reveal more and more fertile uninhabited lands to the south. I start Pyramids as a slight prebuild on G.L. in Rome.

390 BC [8] - more exploring.

370 BC [9] - Byzantium founded in what I hope was the right spot.

350BC [10] - zzzz.

Here is a bit of what I've seen of the southern continent:

inf2-003.jpg


http://www.kaejae-worx.com/~devin/civ3/inf2/inf2_350BC.zip
 
I was hoping to play my 10 this afternoon, but it looks like we're far enough along that I spent most of the time looking around and fiddling at turn 0, and only had a chance to play a few turns. I should be able to finish it up later tonight.

Western Oregon doesn't often get below freezing. Winter days are typically in the 40's, but it rains pretty much constantly.

-Griselda
 
Cicero III returns to the throne to tackle the case of the missing AI.

(0) 350 BC - Vesuvius! Vesuvius is erupting! Wait, that's just the silly people of Pompeii rioting. Cicero III notes that Cicero II has already taken care of Pompeii by hiring a taxman.

Tech check- Mongols have code of laws and horseback riding, and still lack map making.

Antium is about to riot; it needs an entertainer.

I'm thinking that we probably have no chance on the great library, since we do seem to be behind on tech. Rome has 40 shields in the box already, so I can't swap to anything now. I'll swap it to a library when lit comes in (sorry, falsfire, if this was major :smoke:, I would just hate to see the shields go to waste, and we could use the library).

With map making done or immenent for most AI's, I'd like to focus on defense and defense infrastructure this round. Most cities are guarded with just a warrior, a few have spears. Virconium, Lutetia, and Pompeii are unguarded. Byzantium and Hispalis have only archers, and they could be riding around on the galleys if we got some other units in there.

I send the vet spear at Pisae towards Viroconium. Pisae will have a barracks complete soon, and will be able to make another spear. Also, Viro could very well become a target city since it's way up north. One Antium warrior moves towards Pompeii.

Science to 80%, literature in 2 @ 2gpt.

Antium is still so miserable. It already needs an entertainer, and will grow again before its temple is complete. I swap it to a settler, which will be due next turn with 3 shields wasted (including next turn's production). Then, I can start again in the temple, but at a more manageable size.

Swap Neapolis to worker. MM Ravenna so that it grows. Swap Lugdunum to barracks from temple. It doesn't have an urgent need for any of the second ring tiles, so I might as well get the rax in first, then the temple. MM Cumae so that I won't forget when the workers finish on the hill (no difference really now, so might as well). MM Lutetia for more food.

Cicero III hopes that she didn't overuse the veto pen, so that Cicero II will continue to be kind to her. :p


BT- Barbarian galley moves next to our wounded one. Veii spear -> spear. Antium settler -> temple

(1) 330 BC - New settler heads for red dot. Spear arrives in Viro. Veii warrior moves towards Lutetia. I whip the temple at Ravanna- 20 off exactly and needs to exapand to get that south jungle tile.

Unload the warrior from the galley, and then attack the bar galley. I win, taking no hits. I can complete my move and still pick up the war next turn.

Our NW galley sees coast and land to the NW. I wish I had units on board, but it would take too long to go back for them now. Onward!

Science to 70%.

BT - Literature comes in. The Mongols still have only code of laws and horseback riding, so I start code of laws.

Pisae rax -> spear
Ravenna temple -> worker
Lutetia temple -> worker

(2) 310 BC - Warrior arrives in Lutetia. NW galley arries by the new landmass (looks empty so far). I put science at 70%, our best surplus rate. SE galley sees goody hut, bg, fish. We'll have to get some units down here! Rome swaps to regular library. GL would have been in 38, if we want to do any "what could have been" comparisons (not counting future growth).

BT - Hispalis expands

(3) 290 BC - MM Veii and Viro. They have 2 bg tiles, and they had been using one each. Veii can work regular grasslands and still get its spear in 2, and Viro can complete its barracks faster. Antium has grown again, and I hire a taxman.

BT - Virconium expands.

(4) 270 BC - wounded galley arrives in Pisae. Brundisium founded at red dot, and starts a worker.

BT - Rome library -> rax.
Veii spear -> worker
Cumae spear -> spear
Pompeii temple -> galley

(5) 250 BC Cumae spear heads S. Veii spear heads E.

BT - Ravenna expands.
Virconium rax -> spear
Lutetia worker -> rax (expands also)
Iron hooked up :band: (sorry, had to try new smilies)

(6) 230 BC - Upgrade two warriors at Pisae (one vet). Veii hires taxman, and gets one bg tile back.

Note- every turn is revealing more and more good tiles on that south continent!

BT- Veii worker -> library

(7) 210 BC - Load both legions into galley, which heads for Viro. Swap Viro to Legionary.


Ack, I mined the grass by Rome that i've been letting Brundisium use, and now it can't grow before it completes a worker. I could swap it to a spear, but I might as well make a rax instead. This looks like it could be a nice little city with just a bit of clearing.

BT - Rome rax -> spear

(8) 190 BC - Cumae spear arrives in Byzantium. Send Byzantium archer to Pompeii (where soon it can hop on a galley).

BT - Neapolis worker -> worker
Pompeii expands.
Hispalis rax -> spear
Byzantium warrior -> worker

(9) 170 BC - Byzantium warrior heads south. Rome grows to size 7, so I turn on 10% lux tax. Even Antium can fire its taxman now, without having a place to :worshp:

BT - Code of laws comes in. The Mongols are a bunch of slackers, and the only other tech they have is horseback riding. So, I start on horseback riding, since we'll need it in the long run. We haven't yet put any beakers to it, so Cicero IV may choose a different area of research if he chooses. Science goes to 60% to run at a surplus with the 10% lux.

Rome spear -> spear

(10) 150 BC - Rome spear towards Lutetia. There's a lone Ravenna worker that's headed for that Ravenna/Byzantium jungle tile that needs clearing badly. He could build a road on his way, though.

The Mongols *still* don't have map making, and haven't learned any new techs!

I check F11. We're number 1 in land area, population, and GNP, and Rome is the #3 city. We're also #1 in literacy @ 8% (heh, maybe we could have gotten the great library).

I have not cracked the case of the missing AI's, but I do have a hypothesis. It seems like they did all start on one cramped little continent, and I'm wondering if they ran out of room before they hit map making. They could even be having their own little always war game on their own little rock. That would be the best possible scenario for us, because at this point we have a solid base, we're starting to work on infra, and we can easily stop them from getting strong cities build on other islands *if* they haven't yet started to island-hop themselves.

We also have a HUGE growth opportunity if the southern continent turns out to be uninhabited. Just look at that food! Those grasslands! That river! That looks like prime FP land down there, IMO:

inf2-southisland.jpg


Pompeii is working on a galley, and Lugdunum could swap to a settler to be picked up on the way down there. Plus, there's a warrior and archer headed for Pompeii.

The galley by Viro has 2 legions on it, and hasn't moved this turn. It could wait 5 for a 3rd legion to complete, that's up to Cicero IV.

Antium will need a tax collector at turn one!

Cicero III steps aside, leaving the Empire in the hands of Cicero IV.

-Griselda

inf2-gris-150bc
 
Scoping things out and realize a Golden age is imminent with Legionary on the loose. Any thing I should or shouldn't do this round. Will try to post later tonight.

Hotrod
 
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