SP1 - Always War, with extra restrictions

Sirp: can I step in for Juliennew? Otherwise, I'd like to toss my hat in the ring for the next SP game :)

and do kill those settlers ;)
 
killer: sure, you can step in. If you want you can play right away, since I've already played twice, and meldor once.

Whoever posts a "got it" post first out of meldor and killer gets to play next.

oh and, I hope you have read over the rules killer. Also, meldor and I kinda have different views over whether we should attack early with our war chariots and get a golden age or not :)
 
[party][party]

Great!

I would like to psot a Got it!, but i can't get it :(
Somehow, i cannot DL attachments, neither with Netscape, nor with IE :(

Could you mail the game to me or upload it to the file server??????


I read the rules, and I had been wanting to join for a while, but the top post said full so i didn't even ask......


AS for the GA thingy - I am a favourite for upgrading and Horse-rushing the enemy, but I haven't thought about that under the no-deal-rule......
 
Killer: ok I emailed it to you. The order:

1. Sirp
2. Lt. Killer <--- UP NOW
3. meldor

maple and gunning are away until they notify us otherwise.

Since we only have 3 active players, others would be welcome, and I have now noted that in the opening message.
 
Here it comes:

(1) 1475 BC - Memphis builds Barracks, set to settler. Elephantine completes War Chariot.

(2) 1450 BC - Maths found, go for Writing @ 100% (-2 per turn, 219 left)

(3) 1425 BC - Romans found Cumae - there was no way to get to the settler before :( Barbarians near Veii - maybe they attack successfully and we can grab it.

(4) 1400 BC - Thebes builds settler, headed straight west to the coast to found city near iron. Barbs Horsie looses against Veii defender, no chance to grab the city. Instead move south.

(5) 1375 BC - Barbs near Cumae, pop hut and get 50 Gold.

(5) 1350 BC - Barb Horseman brings Cumaes only defender down to 1 HP. Our Chariot dies against Warrior, but Warrior destroys Cumae. Will probably

die to Warrior though. :(
disperse Barb camp and get 25 Gold.
Cultural bounders and city of Delphi appear on map in the southwest. Will stay away as long as possible to avoid contact adn war declaration.

(6) 1325 BC - our Warrior in Cumaes place dies as expected :( Elephantine finishes Chariot, set to settler then Barracks. Chariot moved towards Rome to disrupt building roads and maybe pillage roads.

(7) 1300 BC - Memphis settler --> Chariot, settler to Pi-R. to wait one turn for escort Warrior. Romans move worker into Rome.
Chariot kills Spearman in Rome without HP loss - GA!

(8) 1275 BC - Writing found, literature in 8 @ 100% (in case of leader I want to be ready to rush Great Lib). Escort for settler ready early due to GA, moce south.
I do not believe in luck, thus pillage roads on silks instead of attack into Rome.

(9) 1250 BC - Byblos founded, there is iron near Roman territory, need to block them from it!!!!!! Chariot near Rome moved to avoid Archer and lure him onto grassland.

(10) 1225 BC - Alexandria Archer --> Barracks, Giza Spearman --> Barracks. FP now possible. Pillage roads near Rome.

(11) 1200 BC - Memphis War Chariot --> Chariot, Heliopolis Barracks --> Spearman. Elephantine settler --> BArracks, Pi-Ram. Warrior --> Temple
Found El-Amarna, 2nd Chariot near Rome, disperse Camp for Gold. Will try to brin Chariots to Rome and take it or Veii.

(12) 1175 BC - two Roman archers in the open, both attacked, then move back from Rome with 1 HP lost on one Chariot. Giza connected, Hieranconpolis founded (stupid place, but need town there to block Greece).

(13) 1150 BC - try to lure Roman Warrior away from mountains near Rome, rest Chariots to heal.

(14) 1125 BC - Byblos Warrior, set to Barracks, Memphis Chariot, another ordered. Attack Roman Warrior, unit withdraws without inflicting damage.

(15) 1100 BC - Rome wants to talk :mwaha: Lit found, Mysti in 4 @ 60% and +12, Thebes finishes Barrakcs, micromanaged to produce Spear at no growth.
Move troops, so Rome is surrounded and Vei threatened again. Will keep Romans from expanding.

(16) 1075 BC - moves.

(17) 1050 BC - Thebes 2nd Spear, stays, Chariot ordered. Memphsi Chariot, Spear ordered (cover settler). Barb Horseman dies against Veii. Roman road plundered.

(18) 1025 BC - El-Amarna Spear --> Barracks, Heliopolis Spear (stays) --> Chariot. 1 Roman Archer killed, two others near Veii will have to be caught once out of woods (they go norht) - Chariots on the way. Barbs west of Rome, 1 Warr 1 Horse

(19) 1000 BC - Ele Barracks, Spearman ordered, Pi_ram. Temple, Barracks
ordered, Thebes Chariot, same ordered, survive Barba attack, Abydos
founded, Spearman ordered. Philosophy in 4 @ 80% +-0

(20) 975 BC - Chariot flies from Archer attack - there are now two Archers
in and one near Veii. Third Roman town in the east - borders seen + camp. Kill Roman Warrior on Game.


General things: why did I squander the GA? I thought there was no choice but to contain Rome if possible. oitherwise, we will have two enemies next door with defenders with 3 (Legs and Hoplites) - and we need to kill one now.
 
Sirp: would always have been across river into wood or hill. With warrior against Spearman - no can do.... :( The one turn where possible was when in place to build, but then the Warrior was on the same tile, so 1 attack wouldn't have been enough even if we'd won against the Spearman....
 
By "rights", you should be at war with Greece. Check F2/F4, they're almost assuredly there -- you must crush them.

So few barracks??? OUCH! I highly recommend building them in a bunch of cities. The difference between 3 hps and 4 hps is very significant. When Warrior Code was researched, I assumed it was for this very reason -- to produce barracks.

Enjoy!
Arathorn
 
When I start my turns I will check diplo screen for Greece. You are right Arathorn, I have never "seen" a complete AI city without contact, even if they didn't want to say "Hi". They will get the same treatment as the puny romans.
 
Arathorn: we discovered the territory, and then Greece went and built the city there after we had left. I thought it was a little weird; but I looked at the diplo screen and they weren't there. I looked again at the end of my turn, and they still weren't there. I don't see how this would have changed this then without further contact. As far as I know the only ways to make contact with another civilization are:

(1) if you sight one of their units or cities, or they sight one of yours.
(2) if you purchase contact with them off another civ.

We have done neither of these things, so I don't see any reason to think we have contact; nevertheless, all players should check the diplomacy screen regularly to make sure.

EDIT: ok, I checked the latest game, and we definitely don't have contact with Greece; only Rome. Geee...Killer you have *lots* of war chariots down near Rome. I think we have enough to put them down for the count!

ok gunning you're back in; I don't know what you mean exactly by the position you want, anyway the order currently is:

1. Sirp
2. Killer
3. meldor <---- up now
4. gunning <---- on deck
 
I made sure I didn't have contact all the time..... it was as said above by Sirp: they built the town after we knew the terrritory.

as for the chariots :D yep, but less won't be enough even to take a two-defender city. Remember, two Archers on a trip there, too! Veii is takable with the forces arayed, but NOT Rome!!!!!!
 
The charges brought against Lt. 'Killer' M have been dropped. He had stood accused of allowing an inferioir culture to exist without attempting to exterminate it. Source say the charges were dropped after the new administration performed a complete investigation and determined that no contact had existed between him and this horrid "civilization". The new administration vowed to continue our strict policies of destroying all who stand in our way.
 
975 BC (Pre-turn)
No contact with the Greeks yet. I will check ever turn. I spot two goodie huts. They will get attention next turn. Well, we will only pop one goodie hut, as a barb horse came from no where and waxed out war chariot in the north.

950 BC (1)
Pop the first hut and get Horseback Riding. Barbs appear to the south of Rome as well.

925 BC (2)
Kill two archers, still two to go. Finish Philosophy and start Code of Laws.

900 BC (3)
Kill another archer. Start building Horsemen to take out those spears.

875 BC (4)
Movement.

850 BC (5)
Pop second goodie hut and get barbs. So much for that chariot. I be dipped, he beat all three. We get our first horseman.

825 BC (6)
Movement, kill a barb.

800 BC (7)
Get a spear in the totally unprotected town on the border. I have been replacing those warriors with spears. Our golden age ends.

775 BC (8)
English finish the Pyramids.

750 BC (9)
Almost take Rome. Killed two spears, lost one Chariot. Three retreat to heal. We get Code Of Laws begin MapMaking.

650 BC (14)
Kill two more archers.

630 BC (15)
Movement. French complete the Oracle.

610 BC (16)
We finally take Rome!

590 BC (17)
We finally get archer and frag barb camp sitting on mountain.

570 BC (18)
Begin advance on Veii and Antium. Hope they both grow or we will autoraze them. We finish MapMaking and begin Polytheism. We will build no boats before it is time. We still need to finish off the Romans, and start on the Greeks. The Roman lands will give us a lot of good room to expand. Maybe put the FP over there.

550 BC (19)
We arrive outside of Veii in force.

530 BC (20)
Veii is auto-razed. Antium is the last Roman city.

I made it through 20 with no contact with the Greeks. This is great. We can finish the Romans and then turn on the Greeks. I have several settlers building to fill in former Roman lands.


SP1 530 BC Saved Game
 
good work meldor! :)

I don't think we even planned on a rush, it just happened! We're going to have to pump out alot of settlers to settle all that land though.

The all-important order:

1. Sirp <---- on deck
2. Killer
3. meldor <---- just batted
4. gunning <---- up now!

taking out the Greeks is going to be more difficult, we might want to try to fill up the land and wait for knights, I'm not sure. Also, we should remember that catapults are *great* for defense.

The original plan was for everyone after the first turn to go for 10 turns, but if people want to go for 20 that's fine too. Go for 10-20 turns, at your discretion.
 
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