The Man in the Iron Mask : Numéro Deux

Cam_H

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Mar 7, 2005
Messages
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Location
"Straya"
The Man in the Iron Mask​


Acknowledgement:

pholkhero's The 'Teers 02: The Man in the Iron Mask makes for engaging reading with a different take on the same subject content.​

Leader:

Eustache Dauger of New France (Louis XIV re-cast)

Creative : +2:culture: per City. +100%:hammers: for the construction of Libraries, Theatres, and Colosseums.
Industrious : +50%:hammers: for the construction of Wonders, and +100%:hammers: for the construction of Forges.
Musketeer : A Musketman replacement with two movement points per turn rather than one.
Salon : Observatory replacement that also provides one free Artist specialist.
Agriculture and The Wheel.​

Victory:

All victory conditions are enabled.​

Variants:

Escape from Pignerol

Eustache Dauger, 'The Man in the Iron Mask', twin brother of the scheming Louis XIV, and the leader of 'True France' begins with a Settler, Scout, and Galley on the desolate fortress island of Pignerol. This island is one of many in an archipelago of often harsh terrains. 'True France' has the option to initially settle close to Pignerol, or search for the pangaea 'mainland' in order to establish its base.

Elsewhere; Aramis, Porthos, and Athos have found themselves stranded on a different isle after their vessel was blown off course in a harsh storm during their failed rescue attempt of 'The Man in the Iron Mask'.​

Redemption

Having been banished to the dungeons of Pignerol and placed in a cast Iron Mask by the orders of his twin brother; the vile and cruel Louis XIV, Eustache Dauger has sworn revenge on his captors and intends to return as France's rightful, benevolent, and genuine King. 'France' and 'True France' are 'always at war' and can not negotiate.

The false King; Louis XIV, must be decimated from the game entirely (even if another tribe's vassal).


Game Set-Up:

The map has been customised, quite a bit!


Rivals:

Note: Random Personalities


Elizabeth I of England
Isabella of Spain
Joao of Portugal
Louis XIV of France
Peter of Russia
Willem van Oranje of The Netherlands​

Roster:

vranasm
lymond
nocho
pigswill
Sengir
astre
Mylene
Tachywaxon
Cam​

10 to 15 turns per turnset depending upon game conditions. Players are expected to complete their turnsets within four days of completion of the preceding player's unless advising the roster otherwise. Swaps and skips are allowed. Players may be removed from the roster. Players may not 'play ahead' until the game is completed.​

Start:

 

Attachments

  • Eustache Dauger BC-4000.CivBeyondSwordSave
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instant subscribe reading later... have new PC so I will need some time to readjusting all things...

not sure about eta, but I guess next 2 days will be pretty tough with access to civ game.

basically have to move all files from old PC to USB disk, then to new PC + reinstall everything...
 
So right after a Louis XIV SGOTM we'll be fighting Louis XIV as a Louis XIV recast, right? :crazyeye: If my brain can manage, sign me up!
 
Checking in, signing up :D
 
SIP!!!!!

You know, that island looks a bit like Château d'If to me. ;)

Well, opening move discussions are a bit dicey given this setup. I guess we can argue which way to send the galley :lol:

We might go south and kick ourselves for not going north.

I guess we can move one of the units 1SE to get a peak in that direction before embarking and moving the galley.
 
I can confirm that I could open the save on my new PC (yay!)

from what I saw... I think moving scout 1W, moving settler 1SE and galley 1SE would not hurt, then we can start discussing where to settle (the logic here is that we can still load settler on galley and move towards greener pastures).

too bad our 3 musketeers get pretty boring early game...

in theory there is even some land north from our nice mountains

hmhmhmhm... I guess that fort has some usage here...almost like Cam pointing very gently in the north direction saying "don't go south with galley... you can cross the island through here!"
 
V - Pretty sure that forts only work as canals when in your own culture, or a vassals.

Yeah, might as well move the scout 1W and then back into the galley before moving the galley. Question is whether to go SE or SW with galley. At least we know there is a food resource, but it appears not so hot otherwise unless seafood.

Ha...it escaped me that the 3 musketeers were actually in the game at the start.

Edit: hmmmm....looks like if we settle up north we might be able to rescue the musketeers with culture...at least with a second city. Or we just settle up there later.
 
I guess the fort is the artistic representation of the dungeon we've been cast into, and not much more. :)

Can agree with the proposed moves. Can't imagine settling on this barren island though, so probably we'll board anyway. E of pigs must be better, for lack of other visible options ofc.
 
if couple more people from roster will agree for scout move 1W I can this evening post new screenshot to argue more about move of galley and settler...

(I guess Cam doesn't want to participate in settling discussion due to creating the map?)
 
I agree with 1W for the scout, Settler move is good for me as well.
 
Scout 1W then board galley, galley SE. Decide on settler after these two moves. Next turn galley could drop off scout then explore north.
 
vran,

No - I shouldn't comment other than it's a deliberately tough start and it wouldn't surprise me if we don't settle anywhere for quite a number of turns.

nocho,

Yes - the Fort's 'theme-atic'.
 
Hi, if there is a small space for me, i'm in :)

ok with scout 1W but i don't expect miracle here :/

after like a sir and SGOTM, i'm beggining to be fed up with Louis but, well, here it is not louis but his twin brother ^^.
No problem here :p
 
As Cam said, it might take a while before we settle, so maybe you can take the settler for a nice boat trip. Bring the scout along...
 
(Cam - You could probably ask someone to make a map for you. Maybe one of the GOTM/SGOTM staff like Swede or Neil Just give them the theme and specs)

Well, we can go ahead and load the settler. I wonder if that is just a little island with the pigs. May be worth using the extra galley movement point to 1 SE to scout a bit further. If the land appears to continue we could unload the scout onto the island/landmass for a better view. If it does not look promising we can move North immediately and leave the scout for now - come back for him.

I suspect the island/landmass up north may be bigger - reaching out towards the musketeers to the east from what we see up north now.
 
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