This is my boomstick!!!!

Killroyan

Deity
Joined
Apr 10, 2006
Messages
2,099
Hey guys,

Welcome to another crazy idea for a succession game. The inspiration is based on this mighty man from Army of Darkness:

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Yes, this is my boomstick!!! :) This succession game will be a mix of different kinds of succession game together. I will explain what my plan is. In short we will click on rifling and try to get there asap, but.....

1) We can self research Agr, TW, AH and pottery first (otherwise this will be way to hard)
2) After those 4 initial techs, click on rifling and hope the comp picks out decent techs. Yes, the AI is going to decide what we will tech. This could mean that we will tech rifling before BW for instance.
3) We cannot whip, we need big cities. We do not mind angries. We will deal with them later.
4) When we reach rifling and have nationalism then switch to nationhood and draft the maximum amount of rifles for at least 5 turns (there go the angries). After that we have to declare on the whole continent war. Lets just hope we have enough cities by then to draft :p If we do not have nationalism we have to tech that asap and then switch to nationhood asap.
5) If we have conquered the whole continent, we have to declare war on the whole other continent.
6) We have to win by domination.
7) If we get a GP that helps us getting rifling sooner (as in one of the techs required for rifling) then we have to pop him. If it doesn't pop a tech that we need then we can use the GP as we see fit (for example a great priest that pops meditation can be used for a shrine).
8) If we have a religion, we have to pick theo when the drafting starts.

I have tried this out and it leads to some crazy gameplay, which I will not tell you yet since it can change at any moment.

Right now I am thinking about using Churchill, emperor on continents (this is still open for discussion). Who is up for some fun, funky diplomacy, crazy AI and a lot of bloodshed? Who is going to say with me: THIS IS MY BOOMSTICK!!!!!
 
Sury needs to be one of our enemies since he is basically a Ghoul.

How about Tokugawa of the Redcoats?
 
Hmm Toku, nice nice for red coats indeed. Have to try it out to see how the tech line goes. Ok, this can work. I rolled a start, checked if we are not isolated and this is how it looks. Since I have some knowledge of the start I will not advice.

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Setting are:
Monarch
Huts and events on (we play for fun)
All victories are enabled but we have to win by domination

Roster:

Creedakota
Cam_H
Woopdeedoo
Killroyan
..
 

Attachments

Looks like SIP and prolly a hidden strategic Resource.

I hope get some other team mates.

Worker/Agriculture seems safe and standard start.

I am not sure when I can start this...perhaps next Saturday night.
 
I'm a bit curious about some of the rules and settings (Monarchy? Low sea level?) , but nonetheless I'll join up if you'll have me. :)

We can trade or steal any technology we want - right?

We can direct our vassals to research anything we want, and then get those tech's from them?

We don't ever have to acquire Nationalism if we choose to avoid it?

"This could mean that we will tech rifling before BW for instance." ... Bronze Working is a prerequisite for Rifling, so how do we avoid it?

All of this business about "we don't mind angries" ... just for clarification, basically we're prohibited to whip under the Slavery civic, and otherwise, adopt the drafting scheme if and when we acquire Nationalism?

We can still use Great People to bulb if the technology isn't a Rifling prerequisite as per; "If it doesn't pop a tech that we need then we can use the GP as we see fit")?​

I'd move the Warrior before making a choice on whether to settle in place or not. On the basis of what we can see, I'd think about one tile west.
 
Cam, you are part of the team. Glad to have you aboard. A bit of explanation:

1) Monarch level: You will find out why soon. Trust me, I got stomped in emperor on almost every occasion.
2) Yes we can redirect our vassals to research anything we want and get techs from them.
3) If we haven't got nationalism after we research rifling, then we have to tech it asap to start drafting.
4) It was just an example of how crazy the tech path can be. You will see ;) I could also have said, it is possible that we tech education before alphabet or something similar.
5) Yes, no whipping whatsoever. If we get angries then we better get some stuff to make them happy. We need our cities BIG!!!
6) Indeed. If we get a GP that helps us with the techs for rifling then we MUST pop him. If it doesn't pop a tech we need we MAY pop him for a tech.
7) About the low sea level, I never pay attention to it :p It just makes the continents bigger I guess?
8) About teching. We have to tech Agr/AH/TW/Pottery first (in any order) and then click on rifling and let the computer takes us home. Trust me, WE HAVE TO tech those first :p
9) About the start: Well it is up to you guys to decide. I know the surroundings a bit :) Good luck.
 
Welcome to the team Woopdeedoo :)

We could move the warrior first though. Who wants to make the first move?
 
I don't know if moving the warrior is going to reveal anything in the West. The hilltop settler already shows all that can be seen. Maybe a move 1SW could but it looks like there are hills there that will obscure the view anyways.
 
Killroyan,

Can I suggest you edit post #1 therefore to indicate that we are required to directly pursue Nationalism after Rifling (provided that we do not already possess Nationalism already)?

'Low sea levels' on a 'continents' map as a setting is not liked by some players, as the map is prone to allowing REX-ing tribes on the other continent a lot of scope to become unstoppable runaways. Given that we're playing on Monarch, this may not be a huge problem. It's also more likely that we're not going to be close to an AI, so an early rush is not probably a workable plan - let alone our tech' variant possibly making this even more improbable.

'Team Boom',

I've got no particular preference in direction for moving the Warrior. I'd suggest 1N or 1NE to see if that Hill has Sheep or something, 1E to see if there's a resource in the forests, or 1SE to uncover that tile past the Hills to our south. It's more that it's a habit to move the Warrior/Scout before deciding on where to settle the capital - admittedly in this case though, the Warrior's not going to be able to reveal much more than we can already see. As per before, I would probably take our chances with moving the Settler 1W and setting up there due to the extra Floodplains to the west. Despite lack of visible resources, it looks like a nice site with quite a few hills and cottagable land. A few more choppable trees would have been good, but c'est la vie.

I suppose that in light of the Corn, Agriculture's a sensible starting point. I'd suggest Animal Husbandry with the hope of getting Horses - as CreeDakota notes, a good chance of hidden resources popping up near the capital given the amount of tree-less tiles. By definition, then The Wheel and Pottery.
 
As much as I like starting on a PH for the extra hammer, I would like to emphasize that research in this variant is incredible important. I just learned in Sid the science Kid how powerfull only a handfull of flood plains can be.

I will share a little insight on this variant. The fact that we are allowed to get those 4 key techs has everything to do with the fact that after clicking on rifling on start we will never tech these key techs otherwise, making it impossible to get anywhere. After those 4, god save the queen and the preference of the AI. Lets hope we pop a hut with a technology somewhere. :)

BTW we start with mining and fishing. With the corn present I am in favor of Agr->AH->TW->Pottery
 
As much as I like starting on a PH for the extra hammer, I would like to emphasize that research in this variant is incredible important. I just learned in Sid the science Kid how powerfull only a handfull of flood plains can be.

I will share a little insight on this variant. The fact that we are allowed to get those 4 key techs has everything to do with the fact that after clicking on rifling on start we will never tech these key techs otherwise, making it impossible to get anywhere. After those 4, god save the queen and the preference of the AI. Lets hope we pop a hut with a technology somewhere. :)

BTW we start with mining and fishing. With the corn present I am in favor of Agr->AH->TW->Pottery

if I were you I wouldn't probably move from the hill

yeah you could get 2 more flood plains cottages clearly, but it's not like you already don't own 2 and 4 grass riverside

not sure I would go AH before pottery here. Toku has aggressive warriors and you play on Monarch.

edit:
moving from the hill delays that corn 1T
 
As usual solid advice from Vran. I let the others decide, again I have some knowledge from the surrounding as I had to check wether we were isolated or not. Had 2 testgames on continents where I was isolated. Thought that couldn't happen but it did.

P.s. Vran, does this mean you are game? ;) I can assure you this one is hard enough.
 
As usual solid advice from Vran. I let the others decide, again I have some knowledge from the surrounding as I had to check wether we were isolated or not. Had 2 testgames on continents where I was isolated. Thought that couldn't happen but it did.

P.s. Vran, does this mean you are game? ;) I can assure you this one is hard enough.

at first I thought so, but reevaluated a bit. I am too saturated with civ right now... have to take minibreak to revive a bit the interest in the game.

edit:

actually the delay is of course more then the 1T for worker movement, the worker comes 3 turns quicker out (is it normal speed i hope)

that's full 4 turns... means 12 food half the food bin for pop 2 (edit:small mistake see edit2) and there is no way you could catch up... well maybe working 2 flood cottages over 2 grass cottages will pay back, but we talk here about size 6 capital and that's like the city will start payback after ~T70

then the warrior after worker will come 8 turns without growth instead of 15 turns without growth, so the first spawnbuster will be out definitely sooner too.

I would recheck the tech path AH x TW+pottery. You want to start running cottages soon and could quicken up a bit the AH thingy.

edit2:
the corn is not irrigated so it's 8 food 1/3 of food bin

paying back the city tile +1H is another thing hard to evaluate how the "better" city spot will pay back.
 
Hmmm, good thinking. Since huts are on, another spawn buster and goodie hut hunter wouldn't be bad about 10 turns sooner. Agr->TW->Pot makes sense then and then go for AH and hope for horsies. Again, I will leave it up to the team to make the final decision. Cree, you are up when the plan is formed.
 
Thanks for your input vranasm. :)

I can live with Pottery before Animal Husbandry in light of the Cottages asap argument, but there's also a case that we'd want access to Chariots quickly to pick up Tribal Huts and possibly Worker steal, etc. Personally, I don't mind either pathway.

I still have doubts re. SiP vs 1W. If I get a chance, I might try to test it for 'say' 60-ish turns each way unless someone else is willing and able.
 
I say, do the test game. I am very interested in the results. This is the reason I want to play succession games. I want to learn (and have fun :))
 
pfft...making test game is for the weak ones!

do it the right way! spreadsheet!!! :-)

part of the problems with doing 60 turns at once is that there is a lot of variables, surrounding area included and you can't judge how quickly you need settler 2, if worker before settler size 3 etc.

you are a bit limited with strategy options ;-), but normally around T40 the overall strategy is formed, but I think this game you will have it easier and should concentrate on good rex.

The only thing I would check is how the computer plans to get you to Currency. That should influence your REX speed.

One thing I was thinking about those flood plains vast west was that is actually pretty good area for city 2 which could work 2 flood plains cottages for capital + 2 of their own, while capital concentrates on mines+maybe some grass farms (which will be eventually overwritten) to make strong early game production powerhouse.
 
Well, I won't do a test then ... "apparently" it's for the weak. :rolleyes: ;)

The problem with City #2 is we just don't know what's further west ... Desert? Sea? Floodplains and Gems-a-plenty?

If we go 1W, we get two more Floodplains and lose out on a free :hammers: and allegedly waste 3.14159265 Worker turns waiting for a border pop for the Corn ... provided we're even going to concern ourselves with the Corn too much given at least two Floodplains (if not four :mischief:).

It's always a gamble as to where you settle your capital, but a small number of Floodplains (I'd have thought) with some Grasslands beats non-riverside Grasslands/Plains. I offer no guarantees that it's the right move - I just think it looks right.

As per usual, happy to go with the group verdict, or if not, whatever CreeDakota does! :)
 
This should be an interesting game to follow.

4) When we reach rifling and have nationalism then switch to nationhood and draft the maximum amount of rifles for at least 5 turns (there go the angries).

I do not think the red text is true. It just became worst. Hope you get to build some happy buildings. I think it is cool you guys are not whipping. It is the biggest cheat in the game.
Good luck and will be watching.
 
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