VQ02 - Predetermined City Placement

Ok, The bad news...

Rome lost

romeout7vq.jpg


There was just no way to save it with that SoD that was coming our way.

All our other defenses have held. I have begun to pick off pillagers, but there are still a few around. I think we'll survive long enough (at least for this round...)

I turned on some research, so we can get to assembly line. We'll need Infrantry for sure now...

Here's a couple fun results...

Longbowman defeats (0.48/6): English Infantry
Axeman defeats (1.40/5): English Redcoat

Some good RNG on our side, that's for sure! Of course there are a few that didn't quite go our way.

Spoiler :

Turn 310 (1880 AD)
Arretium finishes: Barracks
Rifleman defeats (11.48/14): English Infantry

Turn 311 (1882 AD)
Arretium begins: Rifleman
Rifleman defeats (14.00/14): English Cavalry
Cumae finishes: Rifleman
Arpinum finishes: Rifleman
Longbowman defeats (3.30/6): English Cannon
Longbowman defeats (0.48/6): English Infantry
Grenadier loses to: English Grenadier (9.12/12)
Maceman loses to: English Grenadier (1.92/12)
Catapult loses to: English Redcoat (16.00/16)
Longbowman defeats (6.00/6): English Cavalry
Rifleman defeats (6.86/14): English Cavalry
Pikeman defeats (6.00/6): English Cavalry

Turn 312 (1884 AD)
Rifleman defeats (6.86/14): English Cannon
Rifleman loses to: English Cavalry (8.70/15)
Cumae begins: Rifleman
Arpinum begins: Rifleman
Tech learned: Steam Power
Satricum grows: 5
Ravenna finishes: Bank
Circei finishes: Grenadier
Longbowman defeats (5.10/6): English Catapult
Longbowman defeats (5.10/6): English Catapult
Longbowman defeats (6.00/6): English Cannon
Longbowman defeats (3.96/6): English Cannon
Longbowman defeats (4.08/6): English Catapult
Longbowman loses to: English Redcoat (9.60/16)
Longbowman loses to: English Cavalry (12.15/15)
Longbowman loses to: English Cavalry (9.30/15)
Maceman loses to: English Cavalry (15.00/15)
Crossbowman loses to: English Knight (5.60/10)
Rifleman defeats (6.86/14): English Cavalry
Crossbowman loses to: English Cavalry (7.35/15)
Knight loses to: English Redcoat (13.60/16)
Axeman loses to: English Redcoat (8.80/16)
Archer loses to: English Cavalry (7.05/15)
Knight loses to: English Knight (5.10/10)
Rifleman defeats (1.54/14): English Grenadier
Knight loses to: English Redcoat (8.64/16)
Judaism has spread: Rome
Hinduism has spread: Rome
Buddhism has spread: Rome
Confucianism has spread: Rome
Rome lost
Longbowman defeats (5.10/6): English Grenadier

Turn 313 (1886 AD)
Research begun: Assembly Line
Ravenna begins: Rifleman
Circei begins: Rifleman
Longbowman defeats (4.20/6): English Cannon
Rifleman loses to: English Infantry (14.40/20)
Worker loses to: English Cavalry (1.80/15)

Turn 314 (1888 AD)
Setia finishes: Grenadier

Turn 315 (1890 AD)
Setia begins: Rifleman
Pisae finishes: Hindu Mandir
Arpinum finishes: Rifleman
Setia grows: 13

Turn 316 (1892 AD)
Rifleman defeats (0.70/14): English Cavalry
Pisae begins: Rifleman
Arpinum begins: Rifleman
Satricum finishes: Forge
Rifleman defeats (2.80/14): English Redcoat
Rifleman defeats (5.60/14): English Cavalry
Rifleman loses to: English Redcoat (12.32/16)

Turn 317 (1894 AD)
Satricum begins: Rifleman
Neapolis begins: Rifleman

Turn 318 (1896 AD)
Rifleman defeats (3.36/14): English Cavalry
Rifleman defeats (1.96/14): English Cavalry
Rifleman loses to: English Cavalry (12.00/15)

Turn 319 (1898 AD)
Rifleman defeats (1.40/14): English Knight
Ravenna finishes: Rifleman
Circei finishes: Rifleman
Rifleman defeats (6.16/14): English Cannon

Turn 320 (1900 AD)
Rifleman defeats (5.60/14): English Cavalry
Rifleman loses to: English Cavalry (3.60/15)
Ravenna begins: Rifleman
Circei begins: Rifleman
Grenadier defeats (7.20/12): English Cannon
Rifleman defeats (14.00/14): English Cavalry
Horse Archer defeats (6.00/6): English Cavalry
Knight defeats (4.00/10): English Knight
Cumae finishes: Rifleman
Arpinum finishes: Rifleman
Axeman defeats (1.40/5): English Redcoat
Rifleman defeats (9.80/14): English Cavalry
Rifleman defeats (5.88/14): English Cavalry

Turn 321 (1902 AD)
Rifleman defeats (3.92/14): English Cavalry
Cumae begins: Rifleman
Arpinum begins: Rifleman



Ok, I guess I must have played an extra turn. Oh well, I hope no one minds.

On my las turn, Antuim revolted AGAIN! and still did not flip!?!? I guess it never will?

Here's the save... have fun Greyfox!!

http://www.civfanatics.net/uploads11/VQ02_AD-1902.Civ4SavedGame
 
Got it, and geez ... losing our cultural cities one by one ...:sad:

Let see what the crafty fox can do ... does it teaches the Old Hag Vicky a lesson or two about "Choosing Unwisely", or does it meekly beg for peace ... ???

(yeah right, more like the latter :crazyeye:)

Edit: Err .. there is no save ... in your "Here's the save" ...

Edit2: OK, now I see the link
-
 
Ouch its not looking good at all. What city is next? Pisae?

(Trying to stay positive) At least we got a source of coal! :D
 
Vicky did not advance her stack once she took Rome. I am not sure if she'll march on or not... might just take peace after awhile...
 
I seriously don't know how I am going to report this with my usual story-telling style ... so I'm going to keep this short ...

-

Revolution Admist War

I may have made the greatest :smoke:, but I decided that a revolution would do us good. So, we have anrachy in the middle of a war ... :eek: and not 1 turn, but 2 turns!!! :eek:

First I revolt to OR and Nationhood. OR because of the 25% increment in production, nationhood is obvious ... when its time of emergency, the population is called upon for the righteous cause ...

Then, I revolt to Judaism. Hopefully, that would cause Vicky to talk.


Like Dominoes, They Fall ...

Vicky's forces at Rome did march again, and its Ravenna taking the hit ... ... After some brave fights, we lost Ravenna ...

Escapee-From-Ravenna said:
Turn 323 (1906 AD)
Grenadier defeats (6.24/12): English Cannon
Rifleman loses to: English Infantry (9.80/20)
Rifleman loses to: English Knight (5.00/10)
Pikeman defeats (1.14/6): English Knight
Longbowman loses to: English Infantry (20.00/20)
Longbowman loses to: English Infantry (14.40/20)
Grenadier loses to: English Infantry (16.60/20)
Praetorian loses to: English Infantry (20.00/20)
Pikeman loses to: English Infantry (12.80/20)
Pikeman loses to: English Infantry (20.00/20)
Judaism has spread: Ravenna
Hinduism has spread: Ravenna
Buddhism has spread: Ravenna
Confucianism has spread: Ravenna
Ravenna lost

Apparently, the city governor still thinks that he is under the roman rule, and wanted to build a monastery ...

vq02c-lost-ravena.jpg


"Go ask the Queen, you stupid bastard! The Caesar is no longer your Sire!" :lol:


Fortunately with the combined use of drafting and whipping, the brave romans soldiers survived without any further lost of cities ....

Here are the cities in siege:

Circei and Cumae:

vq02c-circum-siege.jpg


I think we can survive this. Before the end turn, suicided a catapult into the stack of calvary and cannon, that's why are not full health.


Neopolis:

vq02c-neopolis-siege.jpg


I reinforce Neopolis with two more riflemen from Arretium (NE city), so we should be able to repel this as well.


Pisae:

vq02c-pisae-siege.jpg


This is the more risky situation. If the forces in Ravenna decide to join in the fun, we may be in serious trouble. But as long as Vicky is sending small pockets of troops wave by wave, we could still hold Pisae.


Miscellaneous

- I've also conducted various guerrilla atatcks, mainly pitching our riflemen against their calvaries whenever the odds is greater than 50%.

- Towards the later half of my turn set, Vicky comes asking for Circei and 500 gold for peace. I think her war-wearines sis finally hitting her hard, and I think we could survive this war without anymore city lost, so I declined. However, if the next player don't think so, by all means, sign the peace and give away Circei.

- I have upgraded some obsoleted units. I have no push up the research slider any further because I think we need the gold to upgrade, and also even if we reach AssemLine, we still need a few production turns before we can be churning out infantries, not worth it. I rather gather some gold to upgrade or to buy our way to peace.

- Here is the save (1920AD) (I played only 9 turns to make it to good numbered year again), good luck! Let's see if we can survive until 2050. Another 130 turns I think.

- Auto-log: If you are interested to see how are our casualty rate against theirs:
Spoiler :

Turn 321 (1902 AD)
GreyFox: I made the revolution to OR and Nationhood
Rifleman loses to: English Cavalry (9.00/15)
Rifleman defeats (1.54/14): English Cavalry
Rifleman defeats (4.06/14): English Cavalry
Rifleman loses to: English Cavalry (15.00/15)
Rifleman loses to: English Cavalry (15.00/15)

Turn 322 (1904 AD)
Rifleman defeats (8.12/14): English Knight
Rifleman defeats (11.34/14): English Cavalry
Rifleman promoted: Combat I
Rifleman promoted: Pinch
Rifleman defeats (6.02/14): English Cavalry
Rifleman defeats (6.44/14): English Knight
GreyFox: Then the revolution to Judaism ...

Turn 323 (1906 AD)
Rifleman promoted: City Garrison II
Rifleman promoted: City Garrison I
Rifleman promoted: Combat I
Rifleman defeats (6.44/14): English Cavalry
Neapolis finishes: Rifleman
Ravenna finishes: Rifleman
Arretium finishes: Rifleman
Grenadier defeats (6.24/12): English Cannon
Rifleman loses to: English Infantry (9.80/20)
Rifleman loses to: English Knight (5.00/10)
Pikeman defeats (1.14/6): English Knight
Longbowman loses to: English Infantry (20.00/20)
Longbowman loses to: English Infantry (14.40/20)
Grenadier loses to: English Infantry (16.60/20)
Praetorian loses to: English Infantry (20.00/20)
Pikeman loses to: English Infantry (12.80/20)
Pikeman loses to: English Infantry (20.00/20)
Judaism has spread: Ravenna
Hinduism has spread: Ravenna
Buddhism has spread: Ravenna
Confucianism has spread: Ravenna
Ravenna lost

Turn 324 (1908 AD)
Neapolis begins: Rifleman
Arretium begins: Rifleman
Rifleman promoted: Combat I
Rifleman loses to: English Cavalry (6.00/15)
Rifleman defeats (10.92/14): English Cavalry
Rifleman promoted: Combat I
Rifleman promoted: Combat II
Satricum grows: 6
Pisae finishes: Rifleman
Rifleman defeats (14.00/14): English Grenadier

Turn 325 (1910 AD)
Pisae begins: Rifleman
Rifleman promoted: City Garrison I
Rifleman promoted: Combat I
Setia finishes: Rifleman

Turn 326 (1912 AD)
Setia begins: Rifleman
Arretium grows: 7
Rifleman defeats (14.00/14): English Infantry

Turn 327 (1914 AD)
Rifleman promoted: Combat I
Rifleman loses to: English Cavalry (3.60/15)
:aargh: crash! Have to reload! Fortunately, I have autosave at every turn ...
----------------------------New entries----------------------------
Turn 327 (1914 AD)
Rifleman promoted: City Garrison I
Pikeman loses to: English Cavalry (4.80/15)
Rifleman defeats (14.00/14): English Cavalry
Satricum finishes: Rifleman
Rifleman defeats (14.00/14): English Cavalry
Rifleman defeats (11.48/14): English Infantry
Rifleman loses to: English Infantry (6.80/20)
Rifleman defeats (0.70/14): English Redcoat

Turn 328 (1916 AD)
Satricum begins: Rifleman
Rifleman defeats (11.62/14): English Musketman
Rifleman promoted: City Garrison I
Rifleman promoted: Combat I
Cumae finishes: Rifleman
Neapolis finishes: Rifleman
Rifleman defeats (6.16/14): English Infantry
Rifleman defeats (0.70/14): English Infantry
Rifleman defeats (11.34/14): English Infantry
Rifleman defeats (6.44/14): English Infantry
Rifleman defeats (11.06/14): English Infantry

Turn 329 (1918 AD)
Cumae begins: Rifleman
Neapolis begins: Rifleman
Rifleman promoted: City Garrison II
Rifleman promoted: Combat I
Rifleman promoted: City Garrison I
Rifleman defeats (14.00/14): English Cavalry
Rifleman promoted: Pinch
Rifleman promoted: City Garrison I
Rifleman promoted: City Garrison II
Catapult loses to: English Cavalry (7.80/15)

Turn 330 (1920 AD)

Casualtis in This Turnset
We lost: 15 units
-- 1 catapult, 3 Pikemen, 7 Riflemen, 2 Longbowmen, 1 Grenadier, I Praetorian
We killed: 23 units
-- 1 Musketmen, 1 Redcoat, 1 Grenadier, 1 Cannon, 7 Infantries, 9 Cavalries, 3 Knights
 
Got it. I'll play tonight.

My main goal is survival. Also, hopefully not lose anymore cities. :D
 
I'll be pretty disappointed if you lose one :cooool:, barring more unforeseen reinforcement from Vicky, I say we could easily dispel most of her current seige forces. But watch the forces in Ravena and Rome though ... once they move, you might want to reinforce Pisae or Neopolis with our own forces in nearby city.

Good luck!

-
 
Thought occured to me last night... if we can get a pillaging force going soon, that we might be able to drag Vicky back to the stone age if we can wipe out enough improvements. At the very least we'd make some gold from pillaging, distract her reinforcements, and (ideally) weaken her enough that some of "allies" would become brave enough to go after her.

The only thing we have that our allies will take as a bribe to jump on Vicky is gold. Turn the slider down and get us gold asap. If we can get even one person to jump on Vicky it could make the rest far more willing AND get her off our back. We really have no chance of winning, but to survive - vicky must get plounded HARD.
 
I was thinking about sending a strike to force to Vicky's land as well, but to do that we need the infantry or calvary. Its bad enough that we are defeding against infantry using riffleman. Once we get to her land, our troops can only move one tile per turn, and hers can move as she please, the riffleman will soon be decimated.

Yeah seeing as we have no hope of winning, I am all for teaching Vicky a lesson :D
-
 
lurker comment:

Very exciting game! I read through the entire 20 pages of this thread today! All I can say is good luck! Never realised what difference restrictions on city placement can make.
 
Just wanted to bring the order forward (again):

player 1: Maquis
player 2: bobrath
player 3: Greyfox <-- played
player 4: eektor <-- Up now
player 5: oldbustedjorn <-- perm skipped?

Really need to edit the first post with the updated order. Always throws me off!
 
@sgrig: thanks for the moral support, always good to know there are lurkers reading our game reports. Make the game doubly fun. Yeah, we didn't thought that predetermined city placement could be so restrictive. I would have more to say on this when we finally wrap up this game in the after-games thoughts. Meanwhile, stay tuned, there are sure gonna to be more actions! :crazyeye:

-
 
Plus stay tuned for vq04. I've got a doozy in mind if the other VQers are interested...
 
Hey, is it too late for conquest?

All I can say is... we have as much chance of conquest as we do any other victory!!

@bobrath: What's your idea? I'm listening. I was thinking of stepping VQ04 up to monarch diffuculty... with a contients - Just win baby! Let's hear your idea...
 
I'd be ok with a just win game next if you folks want it.

The idea I had was to mimic the game of Snake

Each new city must be built adjacent to the previously built city (only allowing strict N/E/S/W directional builds). So once we build our second city adjacent to the first, we must build adjacent to the second, then adjacent to the third, and so on.

Couple modifications I thought of to not get totally stuck:
  • If our snake is unable to build an adjacent city due to AI cultural borders or water, we can have the snake "tunnel" and emerge along that same border/water to start again with a new city. Or this could only apply to water terminated snakes and not AI borders...
  • If our snake dead ends into our own cultural border.. its done. Can't tunnel through yourself!
  • "Adjacent" follows the same definition as this game
  • "dead ends" are when none of the 3 directions are available spots for a build.
  • If we found a city in a spot that has all options blocked by mountains, we can consider one of those mountains to be the next "city" and go from there.
  • Barb cities can spawn a new snake - but snakes cannot burrow through each other!!
  • Enemy AI cities - initial thought was that they must be razed, but I'm unsure on this one (and may want to make an exception for holy cities or capitals). Or allow one new snake to be spawned per AI - at our discretion. Thus capturing one city but then razing all future ones unless they would be the next snaked city.

So this would give us a bit of flexibility that we lacked here, but also allow for some extensive planning. If we want that copper resource to the NE.. we have to build cities towards that direction OR do we expand SW towards the iron!
 
Sorry I didn't get to it yesterday. Seems like when all is fine, more stuff comes up ... just like in this game. Um well it didn't go too well, so sorry about that.

Preturn: 1920 AD
I look around. I decided I plan on building just rifleman units and shuffle them around to where they are needed most. Hopefully no cities will be captured.

Turn 4: 1924 AD
I noticed a new stack coming towards Setia. This is not looking good.

Turn 6: 1926 AD
Setia captured

View attachment 119915

Turn 9: 1929 AD
Pisae captured

View attachment 119914

Afterturn comments: Whoever comes next, good luck. This game isn't looking good at all.

Spoiler :

Turn 330 (1920 AD)
Arpinum finishes: Rifleman

Turn 331 (1921 AD)
Arpinum begins: Rifleman
Rifleman defeats (6.02/14): English Infantry

Turn 332 (1922 AD)
Pikeman defeats (6.00/6): English Cavalry
Rifleman promoted: City Garrison I
Circei finishes: Rifleman
Longbowman defeats (3.12/6): English Cannon
Rifleman defeats (14.00/14): English Catapult
Rifleman defeats (14.00/14): English Catapult
Rifleman defeats (12.18/14): English Cannon
Rifleman loses to: English Infantry (9.80/20)
Rifleman defeats (9.52/14): English Infantry
Rifleman loses to: English Cavalry (7.20/15)
Rifleman loses to: English Infantry (14.00/20)
Rifleman loses to: English Infantry (16.40/20)

Turn 333 (1923 AD)
Circei begins: Rifleman
Pikeman defeats (6.00/6): English Cavalry
Pikeman defeats (6.00/6): English Cavalry
Rifleman promoted: City Garrison I
Satricum grows: 7
Satricum finishes: Rifleman
Rifleman defeats (12.32/14): English Catapult
Rifleman defeats (12.32/14): English Cavalry
Rifleman defeats (0.56/14): English Cavalry
Rifleman defeats (6.72/14): English Infantry
Rifleman loses to: English Infantry (14.80/20)
Rifleman loses to: English Infantry (5.60/20)

Turn 334 (1924 AD)
Satricum begins: Rifleman
Rifleman defeats (5.60/14): English Knight
Cumae finishes: Rifleman
Rifleman defeats (14.00/14): English Cavalry
Rifleman loses to: English Infantry (12.40/20)
Knight loses to: English Infantry (10.00/20)
Archer loses to: English Infantry (6.20/20)

Turn 335 (1925 AD)
Cumae begins: Rifleman
Rifleman promoted: City Garrison I
Rifleman promoted: City Garrison I
Rifleman defeats (5.04/14): English Artillery
Grenadier loses to: English Cavalry (5.10/15)
Grenadier loses to: English Infantry (6.40/20)
Rifleman loses to: English Cavalry (1.20/15)
Rifleman loses to: English Cavalry (7.20/15)
Rifleman loses to: English Infantry (4.20/20)
Longbowman loses to: English Infantry (14.40/20)
Judaism has spread: Setia
Hinduism has spread: Setia
Buddhism has spread: Setia
Setia lost
Rifleman defeats (10.22/14): English Infantry
Rifleman defeats (10.22/14): English Infantry

Turn 336 (1926 AD)
Neapolis finishes: Rifleman
Arretium finishes: Rifleman
Rifleman loses to: English Infantry (20.00/20)

Turn 337 (1927 AD)
Neapolis begins: Rifleman
Arretium begins: Rifleman
Rifleman promoted: City Garrison I
Arretium grows: 7
Rifleman defeats (4.48/14): English Artillery
Rifleman loses to: English Infantry (11.00/20)
Horse Archer loses to: English Infantry (2.20/20)

Turn 338 (1928 AD)
Rifleman promoted: City Garrison II
Rifleman defeats (4.48/14): English Cavalry
Rifleman loses to: English Infantry (8.00/20)
Judaism has spread: Pisae
Hinduism has spread: Pisae
Buddhism has spread: Pisae
Confucianism has spread: Pisae
Pisae lost

Turn 339 (1929 AD)
Satricum finishes: Rifleman
Rifleman defeats (8.68/14): English Artillery
Rifleman loses to: English Artillery (14.76/18)

Turn 340 (1930 AD)
Satricum begins: Rifleman
Rifleman promoted: Combat I


Don't worry I didn't forget about the save its coming up in next post.
 
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