SW8 - Stupid Spacers!!!!

Got it.

Should we build a curragh now? I'd like to know whether that northern patch of water is the ocean, or just a large sea.

I'm split on renegotiating peace. It does seem to go against the idea of the game. But it doesn't always work, and sometimes they'll declare on you, so it is risky, too.
 
Vol said:
I assume that renegotiating peace and trading that way is allowed.
I posted this specifically asking the question of whether it was allowed, and no one said anything.

Since the deal involved "Peace Treaty" it sounded like Peace Talks to me.

Decide how it should be and state it now so we can be consistent going forward.
 
ok, by executive power, invested in me as Captain of the Academy,
we need to be at war first to make a peace deal.
that "renegotiating" thing seems a bit too fishy for me.

a curragh would be very nice, but expansion is our number 1 goal right now.
you make the choice, IroP.
 
The capitol can't grow fast enough to do much else for a bit, so curraghs, warriors, spearmen, granaries, its all good.
 
IroquoisPlisken said:
I'm split on renegotiating peace. It does seem to go against the idea of the game. But it doesn't always work, and sometimes they'll declare on you, so it is risky, too.

lurker's comment: You can always buy your way out of the threat by paying tribute:


"You can't always get what you you want, but,
If you try real hard,
You get what you need."

So the risk is prety minimal if you have any cash.

 
Pre-turn – Right-click one of the tiles in the water by Rome. It only gives 1 food, so it’s either a large sea or the ocean. Switch from IW to CB.

2510 (1) – Found Veii ->gran (this is going to be a settler factory, right?).

2470 (2) – Rome warrior->curragh. Spain now has the Wheel. Start exploring towards Spain with the warrior on the choke, and send the new warrior to take his place at the choke.

2430 (3) – :sleep:

2390 (4) – Byzantines now have IW.

2350 (5) – Rome curragh->archer.

2310 (6) – The curragh discovers the ocean. I think the green city in Vol’s dotmap should be moved to the hill to allow easy passage from the north to the south of our continent.

2270 (7) - :sleep:

2230 (8) - :sleep:

IBT – A barb appears by our northern exploring warrior.

2190 (9) – Rome archer->archer. Archer heads north to help take out the barb camp. Fortify the warrior.

IBT – Barb does no damage to warrior.

2150 (10) – Byzantines now have Wheel and CB too. Raise lux to keep Rome from rioting.

Do we want to do an archer rush on Byzantines or Spanish? I don’t think we have much choice. We can’t wait until we get Legions.
 

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Well we can't get Legions without war, so that assessment seems accurate.

Agree on moving Green dot to hill, and I suggest moving Purple dot 1N, and deleting Yellow.

We really need to get the land around Veii improved to get it up to factory status.
 
But squeeze a Settler or Worker out of Rome when you can, as it will cap at size 6.
 
Hiya! First post. I just found the thread. Thought there might be a link from the last SG.

So, from what I have read so far BnH03 was so unexpectedly easy that SW is looking for a heart stopping challenge.

This one's going to stretch me so please bare with me while I take my time on these first set of turns.

Growth, growth, growth....
 
Turn 0 – 2150 BC - Nothing

Turn 1 – 2110 BC - Rome: archer - archer

Turn 2 – 2070 BC - Dispatch barb village, 25g.

IBT: We get a nice lawn.

Turn 3 – 2030 BC - Nothing

IBT: The Byzantines found a city in our face.

Turn 4 – 1990 BC
Veii grows to 3. Entertainment to 20%.
Kill a Barb. Archer elite but at 1/5 and far from home.

Turn 5 – 1950 BC
We meet the Vikings.
Rome archer – archer

Turn 6 – 1910 BC - Working the wheat

IBT: Barb approaches the chokepoint.

Turn 7 – 1870 BC - Nothing

IBT: Barb attacks warrior on the hill and takes 2hp before dying.

Turn 8 – 1830 BC - Rome archer - archer

Turn 9 – 1790 BC
Veii grows. MM’ed to grow in 5 and get granary in 4 turns.
Archers moved about to move entertainment to 10%.

IBT: Theodora extorts us. I told her NO! and she declared. Archers West.

Turn 10 – 1750 BC
Healed elite archer makes his way back to our roads.
Three vet archers, one elite. One vet archer due next turn.
 
Still only two cities in 1750 BC?

...
 
I'm not sure what you all were expecting regarding growth.

W/ Veii as a settler pump we're building a granary. If you MM it to work the forest, mined BG, BG and cow it will finish in two turns rather than the three where I left it.

Once finished, working the cow and irrigated wheat every turn will produce an extra 5 food. With improved tiles (we should mine the cow) 30 sheilds (minus corruption) should be easy.
Sheilds
Core - 1, Cow (Mined) - 2, Wheat - 0, BG - 2
Turn 0 - Pop 4, 0f, 0s (cow, wheat, BG, BG)
Turn 1 - Pop 4, 5f, 7s (cow, wheat, BG, BG)
Turn 2 - Pop 5, 5f, 9s (cow, wheat, BG, BG, BG)
Turn 3 - Pop 5, 5f, 9s (cow, wheat, BG, BG, BG)
Turn 4 (0) - Settler builds, Pop 4 (Used 34 uncorrupted sheilds)

Rome without a granery and having only 2 excess food is growing slowly but doing a heckuva job pumping out archers. Stack up 6 of those things (assuming 2 spears and 3 to 1 numbers) and get the elite archer in the mix and go kill the nearest Byzantine city.

At size 4 it's making 7 sheilds - easy 3 turn archer/spear. I would let Rome grow to size 6 where it could be at 10spt. Two turn archers and a worker every 10 turns (5 if we squeeze in a granary).

New cities could go straight for a barracks or start w/ a warrior MP relieving the archer/spear for the front. By the time the racks is done the city would be getting to a good size to produce archers/workers at a decent rate.
 
Accurate assessment, JB.

Its not like we really could grow much faster, its that our capitol is on such a mediocre location that has caused the slow start.
 
sw8 sw 1750bc > 1500bc.
pre turn - nada. look at the military. were in a sorry state right now, so ill wait for more :sniper:

1- Rome archer > archer, moves.
2- Isabella demands 29g. i dont want a second front now, so i cave. (and yes, we are allowed too. we dont like it, but we can)
move worker to road the cow. SoD is 5 archers. :mad: but wait a few more.
3- Veii granny > settler, advance our SoD a bit.
4- Rome archer > archer, SoD and new archer should meet up right at the gates of Nicea (which is sadly a size 1 village)
5- moves.
6- spot a lone Byz warrior approaching Rome. archer next turn so no sweat. irrigate cow. reach the gates.
7- Rome archer > archer, up lux to avoid riots. kill that wayward warrior. lose that E archer, but RAZE Nicea. SoD moves onwards.
there's a BARB GALLEY out there.
we can get MAS, WHEEL, CB, IW and WRITING in peace for a bit moer than we now have. i'll press alittle more.
8- Veii settler > settler, our Curragh sinks. settler starts moving to grab the rest of them tusks. SoD waits for a stragler.
9- it appears we've met England. keep exploring Bella's Bluff.
10- Rome archer > archer, grow to catch those furs in the border. up lux.

decide we are in dire need of techs. get peace. give 135g. get Wheel, CB, Iron and Writing.
wish we could get MAS as well, but decide Legions are a bit more important now.
sw8_sw_byz_peace_1500bc.jpg

next "science advisor" should be the spaniards.
we have Iron.
sw8_sw_dots1500bc.jpg

forgot to see how far up are the rest of the jokers. nevermind, we'll be up soon enough.
 
Very nice.

Flattening Nicea got her attention.
Good to pay off Isabella.
Isabella, Theodora and Elisabeth? Are we only fighting chicks?

W/ Veii in factory mode and Rome able to get to 10spt we can start planning a visit to our next research partner. :)

Dots 1 and 2 look good. I wish we could have gotten that river to bend a little closer to one hill or the other.
 
Excellent job with the Byzantines. I'm actually surprised we got that much in the Peace deal. That, or they're so far ahead of us, that those are junk techs to them.

Either way... legions! :groucho: (Well, pending iron, so I guess that makes settling dot #1 a no-brainer).

Now that we have the tech we require until we see a need for Knights, I'm going to avoid war for now and grow, build, and expand. Once we get a bit more under our belt, and a nice set of legions, it will be warmongering time again.

Got it. Will play tonight (next 5 hours).
 
Any objection to moving the Dot #1 one tile SE? Still grabs the iron, still is on a hill, but has much less overlap with Veii, which will be our real powerhouse city.
 
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