Vpr5- April Fool's!

Last night I tried rolling a few starts with these settings (I hadn't yet seen Viper's last post), and on the 5th try I got this one:

S5.jpg


On the river with 2 cows, 3 BG, forest and 2 furs visible.
 
I take it the 3rd BG is right under the settler, so well, great start, and I'd plan a SE or E settler move with the worker going right up to irrigate the cows. That way we get an additionnal city production point that'll last forever and this will be a 4-turner in no time.

Great start :worship:
 
i like that start. Fresh water, cattle, bg, furs. Very nice. Almost as nice as my Roman start of my last game. (2 cattle, 3 bg, gold hill, spices)

So who will take the first steps to Roman Supremecy?
 
Per the roster, it looks like that honor falls to me. Unless anyone objects, I will play the first 20 tonight and get our settler factory going.
 
I think we should use Bigfoot's!

Since that start is, without any question, better than the others, you're probably safe to play it.
 
T1 4000BC:
- Settler NE (settling directly on the furs loses extra spt bonus); send worker N to irrigate and road the cows.
- Our rivals are Portugal, Babylon, Vikings, Russia and the Byzantines.

T2 3950:
- Rome estbl., starts a warrior; there is another fur S-SE, but also a volcano.
- Research Pottery at max. (due in 13).

T3-T6 3900-3750:
- zzz
<IBT: Wa => Wa.>

T7 3700:
- Groucho starts a circular search pattern.

T8 3650:
- We have incense to the W. and a small lake; seacoast to the SW.

T9 3600:
- zzz

<IBT: Wa => Wa.>

T10 3550:
- Harpo begins searching to the S.

T11 3500:
- zzz

<IBT: Rome expands its borders and grows to size 3.>

T12 3450:
- zzz

<IBT: Wa => rax (prebuild for granary).>

T13 3400:
- Groucho pops a goodie hut and gets barbs. There are wines to the NE and another seacoast.

<IBT: Groucho defeats a barb warrior and promotes to veteran; Pottery => Writing.>

T14 3350:
- Chico goes on MP duty.
- Switch Rome from rax to granary.
- Harpo gets 25G from a goodie hut.

<IBT: Groucho defeats another barb warrior.>

T15 3300:
- We have spices to the SW.

T16-17 3250-3200:
- zzz

T18 3150:
- Groucho kills the last barb warrior.

T19 3100:
- zzz

T20 3050:
- Meet Portugal, they are up BW and CB. No deals possible.

Recap:
- The granary will done in 3 turns, then Rome is set to crank out a settler every 4 turns. The city picks a forest tile on expansion, so you need to do the usual settler factory drill and reassign that citizen to a BG tile to keep it at 5 fpt.

- Typically I build a settler before starting the granary so it can specialize in creating military along with a worker or two. I decided to go with a pure farmers gambit here since this is only Emperor level and none of the AI seem to be close by (saves us 4 turns of food production that way – the equivalent of an extra city).

- I went for warriors instead of archers since they can be upgraded to Legionaries, and the extra unit allows us to uncover the fog more quickly.

- Viper, I was unsure about the proper application of this variant to trade and research. My guess is that we want to make gpt deals if at all possible (naturally, so we can break them!). I didn’t make any demands on Portugal since we only have 3 warriors to our name, but at least they are annoyed with us. If that is against the rules and/or spirit of this variant we can demand BW or CB before hitting end of turn.

Vpr5_3050BC.JPG


Roster:
Bigfoot (just played)
BigNHuge => UP
IroquoisPlisken => on deck
Beorn-eL-Feared
viper275
 
Bigfoot said:
T1 4000BC:
- Settler NE (settling directly on the furs loses extra spt bonus)
Sorry, thought it wasn't only indus civs who can do that :blush:
 
Yeah, I think it depends on the civ traits. I tried a test case before playing, and I noticed that the commerce bonus remained intact (consistent with Rome being a Commercial civ). Rome should generate an insane amount of commerce once it gets to size 12.
 
Got it, should have it tonight
 
Nice set. I love this start, since there are 4 luxuries visible from the screenshot, which I think would be nice to grab soon.

What you did was fine for the variant.
 
Would you guys like me to get the luxuries asap?
 
I think chances are we will be alone to claim spices. Portugueses might be higher up, scouts move fast. So I'd go for incense, first.
 
@Rik_Meleet- checked them before, great work! If you'd like, I made BNH01 over again, a little rebirth for me. Its all about bringing a former Ancient power back to glory. Join if you'd like.

ok the post.

Turn 0 (3050 BC)- Open the game, nothing to do. Im under the impression to do 10 turns now. So i will.

Turn 1 (3000 BC)- Harpo is not very popular in this world. He pops Barbarians. Turn luxury to 30% as Rome goes to 5. Writing in 19 now.

Turn 2 (2950 BC)- Unless Portugul popped a city, were in trouble. They are expanding extremely close to us. Harpo defeats a barbarian with 1 hp left.

Turn 3 (2900 BC)- Granary finishes. As known, we are a 4 turn settler factory.

Turn 4 (2850 BC)- Worker roads the mine. Seems like up north the world will be looking a little different to us, as Portugul took and popped their city on a one tile pathway.

Turn 5 (2800 BC)- Harpo sees more goodie huts in the south.

Turn 6 (2750 BC)- Rome goes size 6, settler in one

Turn 7 (2710 BC)- Settler comes out. Im sending him to wines, as they seem to be in the most threat. Harpo popped more barbs. :(

Turn 8 (2670 BC)- Nothing special.

Turn 9 (2630 BC)- A barb walks in our territory. To get our luxury roaded, i gotta risk attacking it.

Turn 10 (2590 BC)- Chico from Puerto Rico wins against the barb. Road will start next turn.

Ok the outlook is that were in good shape. We'll get the wines with good ease, but we must expand west ASAP. If we don't we lose good solid land to the Portuguese. The settler factory naturally goes 4 turn now, but the next person MUST WATCH IT CAREFULLY. I cant stress that enough. A settler will come out next turn. Also, dont send them alone, must use escort as the barbs are getting worse. Especially south and west. Good luck. :goodjob:

No pic as not much changed.

And the Save-
http://www.civfanatics.net/uploads9/Vpr5_2590BC.SAV
 
Pre-turn – looks good to me.

IBT – Portuguese warrior attacks a barb across a river and on a hill, and takes just one damage…

2550 (1) – Rome settler->settler. Settler on auto-move to wines walks right into the path of a barb camp…I don’t think they leave their camp if there’s only one, but I’m still worried. Harpo also walks right up to a barb camp…as for our new settler, I’ll think I’ll send him north to block off Portuguese expansion.

IBT – Thankfully, neither of the barbs attacks our units.

2510 (2) – Now here’s a dilemma. I could settle in place, destroying the barb camp, but have the barb pillage the town next turn. We’d lose some gold, most likely, but it’s nothing major. Or I could wait and send up a warrior to destroy the barb camp, wasting several turns…I think I’ll settle in place.
Veii is founded, revealing MORE barbs to the NW. Start on warrior.
Start roading the furs. Have Harpo skip his turn to heal.

IBT – One barb moves SW, the other ransacks Veii, stealing 31 gold.

2470 (3) – Harpo skips his turn again to completely heal. Groucho comes to a dead end…

IBT – The second barb near Veii heads towards it. We will be ransacked again next turn.

2430 (4) – Settler due next turn. It appears it needs no help.

IBT – We are ransacked, and lose 15 gold. Barbs must take half of our gold, I’m guessing.

2390 (5) – Rome settler->settler. Found Antium ->warrior. I send the new settler over to the incense. There’s a barb over there, though, so I’ll have to be careful.

2350 (6) – Harpo destroys the Etruscan barb camp in the south and gets 25 gold.

2310 (7) – Groucho discovers that we are on an island (and another barb camp), unless there is more land to the north of Portugal. Veii will build a curragh when it’s done with its warrior (2 turns). Writing due in 3.

IBT – The furs are now roaded! And there are LOTS of barbs by Groucho…where the new town is supposed to be built.

2270 (8) – not much else.

IBT – the 3 barbs come towards Chico and the settler.

2230 (9) – Veii warrior->curragh. Fortify Chico, and move settler away. Groucho comes in for support, but can’t really do anything…Writing due next turn, move science to gain an extra gold.

IBT – Chico dies, doing just one damage to one barb. :mad: They will pay.
Writing->Philosophy. I don’t know if we want to try for this. We can change it to something else if we want. BW->IW maybe? We’re going to need some breathing room soon.

2190 (is the date supposed to be this strange?) (10) – Rome settler->settler. Antium warrior->worker.
Move Harpo to defend the worker.
Groucho can finish off the barb, but it would be in danger of being killed next turn. The barbs will have to attack across a river, but knowing the RNG, he’ll die without doing any damage, then our settler would be all alone. I’ll let the next player decide what to do about the barbs. I’m thinking of moving the settler S, and Groucho NW to protect him. Then we can maneuver around and eventually settler where ever we want, but be ransacked next turn.
Keep an eye on Rome's happiness, since I lowered Lux when we got furs. I don't know if they are enough to keep lux down to 20% when it's size 5.
I'm not very confident in my city placement (especially Veii), so criticize all you want. Otherwise I'll never learn. ;)

Oh, and I did not do anything evil to Portugal. We can demand something from him this turn, if we want. When should we start purposely making the AI angry?

Rome_2190.JPG
 
Oh, and I did not do anything evil to Portugal. We can demand something from him this turn, if we want. When should we start purposely making the AI angry?
When they like us. Right now, he looks pretty annoyed by us, so not yet. The demands are simply to make sure we don't have any friends, which probably aren't going to come by anyway.

With this many barbs, we need to build a good military. Besides that, we should probably figure out city placement. As far as the city placement is, it looks like we're doing about CxxxxC. I really prefer CxxC better, but if we do that, we won't have any land left because Portugal will take it (I guess we'd end up with something like CxxCxC or something). So I think we should make it loose to stop Portugal, but then tighten it.

Beorn is up.
 
Got it, gonna read through and play it now
 
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