Spl01 - Noobish Players Try the Concurrent Format

My Turns Part I:

Spoiler :

Turn 116 (480 BC)
Egypt rejoices for the long awaited return of their true and rightful master. From the slums of Old Pholks Home to to brothels of the enlightened capital, gods are given thanks for a return to the true dynasty.
It isn't that the Stewardship of those known as the Franks was cruel or poorly guided. In fact the opposite has proven true.
But clearly the width and breadth of our annointed empire is aquiver with excitement.
"Our lord has arrisen from slumber! May his reign last a thousand years!"
Soon, the cheers turn to whispers; the whispers into hushed silence. For our lord addresses his nation:
"Mighty Egypt, whilst entombed in slumber, I sat with the Gods. Therein I was commanded."
"The people of Egypt must not suffer the worship of false gods"
"We must build vessles to cross the great seas. We must send them north, south and west."
We, the divine people, must hunt down the heathens who call themselves Budhists and make war unto them."
For in their death, will the way be cleared to bring righteousness to the Earth."
And thus began the second reign of the Rexian dynasty. (May it last forever.)
Okay, less nonsense, more ...well...er...different kind of nonsence.
I puruse the empire. Not a whole lot needs to be done.
Green Dot begins: Galley
I change Green dot to make a galley and will whip it in two turns, when the dot grows to size 5.
Pantload's doing fine and will have a forge in five. I'll try to set it to growth after that as the food surplus is only one.
Pholk will have a galley in 2. We need some farms in this place.
Splime's doing just fine.
Not sure I like all the chopping in the fat cross at pantload.
What the hell, they're already chopping anyway and they do seem to be in okay spots for chops.
Looking at the tech, I decide to just leave it where it is. <apathetic_sigh />
Thus ends inherited turn 1

Turn 117 (460 BC)
Worker begins building another cottage on a green dot flood plain. That's the last one in the fat cross.
Green Dot grows: 5
Old Pholks Home finishes: Galley

Turn 118 (440 BC)
Old Pholks Home begins: Lighthouse
Congratulations...yada, yada...first naval. Build lighthouse for the commerce. (coastal tiles will be 2f2g and worth working)
Congratulations...yada, yada...first luxury resource. More happy! All praise king Rex!
Galley's loaded up with a scout. I'm sending him north, up the east coast. Two turns from now, it'll meet the axe I'm sending down from Splime. Together they shall explore new lands.
Okay, the Dot grows. Whipping the galley costs two pop. I have 62 hammers left to go on the galley. Will the overflow be enough for an axe?
We'll see. (Galley whipped)
Pantload finishes: Forge
Green Dot finishes: Galley

Turn 119 (420 BC)
Chop brings the forge in early for Pantload.
We have 24 overflow.
Pantload begins: Settler
Begin working on a settler in Pant. With food counting the same as hammers, I switch from the forested hill to a clam tile. Same 46 "hammers" per turn, plus two gold.
Okay, totally blew the whip thing. Overflow is a whopping 1.
Green Dot begins: Granary
Switch back to a granary in the dot.
Splimesylvania begins: Axeman
That settler's going to need an escort, so I change Splime to an axe.
Begin another flood plain cottage near pant.
My second galley is going south to see if there's land in sight of our western penninsula.
Begin the camp on the deer.

Turn 120 (400 BC)
Loaded my axe onto the northbound ship with the scout.
MM Pholk to work on the stone. Lighthouse in 14, growth stagnant.

Turn 121 (380 BC)
Great lighthouse BIAFL. It shall be torn down!
Pantload finishes: Settler

Turn 122 (360 BC)
Pantload begins: Library
Land Ho!

2006-04-07-01.jpg


Turn 123 (340 BC)
Confucianism founded in a distant land

Turn 124 (320 BC)
Wait a minute. Did that say Confucianism FIADL? Someone beat us to COL by 15 turns? WTH?
Our new land doesn't seem too promising.

2006-04-07-02.jpg


Splimesylvania finishes: Axeman

Turn 125 (300 BC)
Worker starts to mine the plains hill SE of Green Dot.
Settle escort axe is done in Splime.
Land Ho!

2006-04-07-03.jpg


New continent looks a little better.

2006-04-07-04.jpg


Green Dot grows: 4
Splimesylvania's borders expand

Turn 126 (280 BC)
Whoa! Check out the land of milk and honey!

2006-04-07-05.jpg


I dump my axe and scout on the northern new land. Definitely looks connected to our continent. I'll continue to send the boat up north.

2006-04-07-06.jpg


Turn 127 (260 BC)
Another floodplain cottage done in pant. Begin another.
Another island

2006-04-07-07.jpg


Think the barb warrior is dumb enough to attack my axe in a forest?

2006-04-07-08.jpg


 
My Turns Part II:

Spoiler :

Turn 128 (240 BC)
Darn! No he wasn't
Axeman defeats (4.45/5): Barbarian Warrior
Another barb guarding the goodie hut.

2006-04-07-09.jpg



Turn 129 (220 BC)
Axeman defeats (2.80/5): Barbarian Warrior
Tribal village results: lots of gold
Well crap. That was dumb. I wanted to pop the hut with the scout, but I attacked the barb sitting on it. Bad Rex!
I turned the science slider up to 80% after the goodie hut gold. -4 per turn.
Pantload grows: 6

Turn 130 (200 BC)
Okay, it's my last turn. Let's automate all the workers and set go-to paths 8 turns away.
Contact made: French Empire

2006-04-07-10.jpg


I seem to have met a group of people who claim to be neither Egyptian nor barbarian. Wait a minute...
What's this?
These "French" have founded Budhism???
LITTLE CORPORAL!!!! :mad:

2006-04-07-11.jpg


2006-04-07-12.jpg


Summary:

Southern Exploration:

2006-04-07-13.jpg


Northern Exploration:

2006-04-07-14.jpg


The Front:

2006-04-07-15.jpg


The Rest of Our Continent:

2006-04-07-16.jpg


Milk & Honey:

2006-04-07-17.jpg

 
Spoiler :
why did you declare war on him? I'll need to analyze saves later, but you made plenty of galleys -- downside is the war. Was that a :smoke: moment or do you have a reason?
 
Spoiler :

Probably the best answer is that the war makes the game interresting. However, the war was quite planned. As, you'll see in the turn log, all that rambling at the beginning about hunting out the Budhists was premeditated.

The evidence:

A) We're on an island.
B) We hope to rule through finances.
C) Nobody can invade us without navy.
D) The enemy knows neither A, B, nor C.

In my mind from the beginning, so long as we discovered the Budhists' lands before they discovered ours, I would declare war on first contact.

Why?

They're Budhist, we're Hindu. Most likely, that will never change. Napoleon will NEVER be a good friend to Egypt.

Next: while at war, the AI places more priority to military, less to infrastructure, and none to Prophet wonders or missionaries. The less religion in other lands, the greater possibility of us spreading Hinduism.

Next: the AI isn't smart enough to build more navy than anything else. While we build ships, Nap will go nuts building land units. He'll load up every ship he has with troops. When we engage, every time we lose, we'll lose a galley; but every time he loses, he'll lose a galley and two land units.

Hopefully, his empire will be an unbalanced mess by the time we get to the medieval period. So long as we fight a defensive war, we'll have a huge advantage over Nappy. Remember: we can sustain a long war. War weariness only kicks in in active wars. Most of this will be inactive, phony war with a few fishing nets pillaged.

Next: being at war with Nappy will only help our relations with other people. Let's face it: he's Napoleon. Unless another AI shares religion or a comman war, he won't like them. The more AIs he pisses off, the more friends we'll have.
 
OK, I managed to find a computer here, so I am now able to see this thread.

Spoiler :
Check that power graph. If we're close to him or above him, or war won't be a bad idea. Again, I'll need to analyze tommorow, but check that. Won't be a bad idea to put some defensive forces on the peninsula...
 
Spoiler :
His power is nearly double ours. But that reflects land troops. He probably has 19 archers. If he had ships, he'd have found us.
 
I don't know, but his time is up. Now analysis time... uh, are the saves actually here?
 
ok, thanks. Once I have frankcor's save, I'll go analyze...
 
I haven't played any SGs before this, but I think that doing something HUGE on the last turn of a turnset is bad practice. (Cough...war...cough). I mean, you could have waited... I also don't like how we're at war with such low power. Normally, I'd build up forces next. I've looked at my save, and frankcor's, and thought that mine seems to be in a slightly better position.

Vote Box:
Splime: Splime, 15t
Pholkhero:
Rex_Tyranus:
Autocon (If Applicable):
Spinoza: [MIA]
Frankcor:
 
Yes, it's incredibly bad form to declare war or go into anarchy on your last turn in an SG. Again, this was me leaning on the concurrent format. Besides, this game needed a good kick in the pants.

So far, every turnset has produced many very similar games with little debate, muck-raking, and name calling involved in the vote. My turnset is certainly different.
 
I'm voting against my turn set. I wasted several worker turns by not thinking ahead and I now see it was a blunder not to load our first axeman onto the galley to send along with the scout.

Splime's turn-set is fine. I could live with it. Land development is cooking along very nicely.

But I want to get better at early warring. I vote for Rex's save. That was a startling and ballsey move, for sure.

Yo, Rex ... How 'bout dem Yanks?
 
Vote Box:
Splime: Splime, 15t
Pholkhero:
Rex_Tyranus:
Autocon (If Applicable):
Spinoza: [MIA]
Frankcor: Rex, ?t

(updating the box so far...)
 
Yo, Rex ... How 'bout dem Yanks?

1 and 4 last time I looked. And that scares me. Last time they started 1 and 4 was '98. All they did that year was win 114 games and went 11 and 1 in the post season.

Hope my avatar didn't offend you, Frank. It knew you were from New York but figured: "what the hell, sometimes the truth hurts."
 
LOL, it's pretty hard to offend someone who lives in NY. Besides, they're 2-4 now. :rockon:

Put me down for 15 turns. It should be pretty hard for Rex to involve us in more than 1 more war in that time.

Vote Box:
Splime: Splime, 15t
Pholkhero:
Rex_Tyranus:
Autocon (If Applicable):
Spinoza: [MIA]
Frankcor: Rex, 15t
 
rex... we're waiting on you (pholk's vote can be skipped if he doesn't participate by midnight)
 
Vote Box:
Splime: Splime, 15t
Pholkhero:
Rex_Tyranus: Rex, 15t
Autocon (If Applicable):
Spinoza: [MIA]
Frankcor: Rex, 15t

I really do think a phony war will be good for us.
 
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