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Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:35
  Old Post 23-04-2004 22:36
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Romp -- an Early Conquest Succession Game Support Apolyton, buy Call to Power 2

Just a couple of special rules in addtion to the 'Poly constraints (no re-homing, etc.)

#2 -- If anyone discovers Industrialization, we lose. GAME OVER.

#1 -- The last tech we will research is Tactics. (better get Magnetism beforehand…)

We're the Sioux -- and we'd like to get back with all those folks who smacked us with better technology.

Saved game is from the start -- better for those who know that side of the game to give us the best starrt possible.

Bloodlust.
MGE. Giga.
Restarts…ON. .

Pick up & go...(no formal list yet, and maybe not at all...)

Attachment: sa_b4000.sav
This has been downloaded 4 time(s).

debeest is offline debeest
Prince

May 2000
time: 21:35
  Old Post 23-04-2004 23:24
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I'm in. But not until tomorrow, so go ahead, anyone.

(Is this a free-for-all?)

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 00:35
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I'll kick this off. 20 turns.

Monk

Attachment: sa_b3000.sav
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Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 00:54
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4000 Judging by hutfinder, there are two choices. Immediately build or use the visible specials for two possibly stronger cities. So, a little looking around first.

3850 Slim Buttes and Three Forks

3650 Warrior-SB

3600 Warrior-3F

3550 Alphabet

3450 Warrior-SB

3350 Rehome SB warrior to 3F

3150 Code of Laws

3050 Settler-SB

Notes

While not visible yet, there is a second special offshore 3F.

There are specials along the coast to the NE of the exploring warrior. I went looking for the hut instead. Probably dicey though as any science scroll would only set us back. At this point I would wait for Monarchy first.

Looks like an island start so seaside cities, for boats, are called for.

Good luck.

Monk

Traianvs is offline Traianvs
Prince
Belgium, land of plenty (corruption)
Jan 2000
time: 06:35
  Old Post 24-04-2004 02:04
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Naturally I won't play along, but what version do you all play?
I have but the civ2 gold version. I bet it's not compatible with yours?

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 02:09
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D/L the save. If it loads, the versions are similar enough, if not actually the same. (MGE = Multi-player Gold Edition)

Why not play??

Monk

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:35
  Old Post 24-04-2004 08:34
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It is too tempting to see how our Cloistered one starts a game. Very interesting city placements. But I have aquestion: how come they aren't named Little Bighorn and Wounded knee??? We are researching BW (9 of 39 beakers). We are on continent 13 - looks like Lighthouse again. Goal: Monarchy, work toward trade. Should we build a wonder? Pro: city grows unencumbered by settler production for future SSC. Con: more cities means faster science. Pro: small island means no great sites for cities, so grow the ones we have. No decision will be necessary in my turns.

And what about that hut?? Certainly not before Monarchy. Enough said.

3000 fortify warrior in 3F. move warrior to uncover ocean tile near Slim Buttes. Buy Settler in 3F
2950 3f: Settler. Warrior reveals blank ocean tile near SB. I guess with hutfinder I would have known that... SB settler to wheat for a road. Hut eschewed.
2900* Whale found in south.
2850 Roman Civ destroyed by Barbs. PRB warriors in SB.
2800 Stony Lake founded
2750 SB settler is heading for the south.
2600 BW=>Mon
2450 Killdeer founded near the southern Whale
2400 SB builds setters.

2050 Stony Lake: Settlers. 3F: Settlers. Mon=>Curr. Revolution: gov: Monarchy. Hut: Chariot (Killdeer)
2000 Hut: Archer (Killdeer). Retire.

Who's next??

Attachment: sc_b2000,sav.zip
This has been downloaded 8 time(s).

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 09:49
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Hey Grigor!!

Yep, I wondered about the city names that were offered, too. I'm guessing that in checking out the save, OnS built some cities??

I had that tile in mind, too, for the third city, Stoney Lake. But I would have built the fourth closer by, on the coast, just four clicks away where I mentioned two seafood specials (you uncovered one of them). There is also a four special site at the SW tip, though two are further out to sea and the other hidden. Perhaps multiple cities should be built there. With three more cities, the best sites will be used up and a few fill-ins will remain.

If we go Curr->Trade->Map, we can start exploring offshore and decide whether Marco Polo or Lighthouse should be first on the WOW list, with HG next. Anyway, that's how the 'Cloistered One' would do it.

The game is afoot!!

Monk

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 11:23
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Further review, and the click-click of the black art, indicates that LH is not an immediate need. Careful sailing can reach new lands without danger, careful being an important term. So I will amend the previous by calling for MPE, for maps and research assistence, and HG for the happiness/sleaze benifits.
A standard approach really.

Then go for Lighthouse, Monotheism/Mikes, and Steam, for a Crooks and Clads romp. As soon as those techs are in hand, reduce the science slider to zero to slow the AI's research pace.

What do you think, Grigor??

Monk

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 24-04-2004 16:59 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Download Problem

I can't seem to work my way around the comma in the filename -- could you rename and repost please

Stu

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 24-04-2004 17:01 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Sorry - to clarify - the zip contains a file named sc_b2000,sav - this is the comma I can't get round

Stu

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:35
  Old Post 24-04-2004 17:06
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On a recent CFC game of the month screaming for rapid conquest, I tried a number of early strategies to see what got there the fstest. Now, I am not in the league of some (Chofritz, for instance, who is ridiculously speedy, or of course Smash) but I am within hailing distance of Lafayette (though still lagging somewhat, I fear) in these matters. But my discoveries were as follows:

1. The biggest early slowdown is building roads too soon. As you can see, I was unable to resist that error in this game.

2. Early exploration is faster than waiting around. Much faster. So much so that an early Map Making is usually preferable to running quickly to Trade. In this game, you chose BW as the off tech to Monarchy, so I continued that strategy. At this point, we should aim for MPE as soon as possible, even starting now to plan for four settler builds to convert into caravans. Maps will then be available from the AI.

3. Without question the fastest conquest is with vet Knights. I associate this strategy with Smash. Once MPE comes online, we should be able to pick up Mapmaking, HB and WC, and must trade maps with all the AI. We can then go directly to Feudalism and Chivalry, possibly as soon as 800BC. The veteran part is useful, so Sun Tzu should come ahead of HG, which we won't need until we start rolling up the AI. It seems to take about 6 knights to roll up an AI civ, with 3 triremes to get them there. If some enterprising AI has done a MP trick and built a city on a defensive special (river), there may be some problem until Crooks come online. But even then, 6 vet knights will usually take the city out, as long as we don't mind most of them dying. After rollng up an AI civ there are typically around 4 injured vet knights left over and 1-3 new cities for them to heal in, which gives a start for the next army.

4. Lighthouse saves time. Navigation is way down the road, and the direct ocean path is much preferable to hugging the coast, even when it is possible to get there that way. Plus, vet triremes rule the ancient seas. Usually this strategy leads to victory even before Navigtion, so Clads won't be a factor. But one must admit that they are way fun

5. I have not determined which is quicker: to establish an early beachhead and build up gradually in the AI territory, or to build up early at home and whack 'em all at once. The early beachhead strategy often involves fighting a lot of pusillanimous battles outside of cities, which is rarely an efficient use of force against the AI. If we are disciplined enough to stay at peace until we have the overwhelming force necessary, then the early beachhead may save some time since it requires fewer triremes.

6. Homeland happiness can be controlled by martial law until HG comes. I don't see a need for any white goods at all unless an opportunity arises for an early barracks - for instance, in the event that we find a nearby AI before we are in a position to get Sun Tzu.

Isn't this game great??

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 24-04-2004 19:44 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Grigor - it appears that we cross posted - please look at my posts directly above your last...

Stu

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 21:50
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Stu,

I was able to successfully "use" the zip save by unzipping to the MGE directory and changing the comma to a period. Also, it starts with sc_ whereas the original save was sa_. Lots of technical bumps in the road with this one.

Anyone, please,

It's been six years since I played bloodlust and that was classic 2.42. Can I please get a "briefing" on bloodlust effects?? How does it affect the ability to get maps for instance, or trade techs?? I assume trade to non-coastal cities would be virtually impossible, right?? Will the AI attack at ALL times, or just -v- the human player?? Thanks,

Monk

(Just in case, here is Grigor's save.)

Attachment: sa_b2000.sav
This has been downloaded 5 time(s).

Last edited by Bloody Monk on 24-04-2004 at 21:55

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 22:24
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Grigor,

Very nice, very thoughtful strategy!!

1) Roads...While another city could have been built sooner (adding to total arrows and, thus, speeding research), the early roads speed movement and will be NEEDED quickly, so it will even out.

2) I thought a long time about taking Map Making over Bronze, but Bronze allows rushing the second row, and this early in the game, city building seems a higher piority to me.

3) I neglected to mention STWA; it definitely has a place (along with LH) in the VET Crooks and Super Clads strategy. You may be right about racing to Chivalry for vet Knights, but I need to see it work to be convinced. It seems at first consideration that there would not be enough cities at that point to make switching to a war footing worhtwhile. By going to Monotheism (with Seafaring for explorers) the sleaze could continue offshore so a more powerful "critical mass" of cities could be laid down before switching to all out war. But, you definitely got my attention with this plan.

4) Lighthouse

The rest is tactics, a matter of taste, I think...mayonaise or mustard or both!!

And indeed YES!! This is a very great game.

Monk

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 24-04-2004 23:03
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An expansion of BW over Map Remove this text

Since we agree that MPE is a priority build...

My experience is that Map is almost always available thru trade. Likewise, Pottery, Mysticism, and Writing are usually available, making it easier to get HG and Philosophy, Monothesim. Letting the AI do some of our research for us is just as important--I think--as getting their maps.

By delaying war a bit longer, the AI will ususally have finished Math, Wheel, and Construction (along with their defaults, WC and Horse) very early on.

ALSO:

Remember that restarts are ON!!

Unless we make a convention about all-on-one-turn victory, this game will go on until a1500 (unless Giga map makes a difference) at the very least. I forsee a long, boring end game with zoo cities otherwise.

Makes me wonder if we don't need more handicaps to make this more challenging. Must get to and stay in Republic, or no Fundy, and especially, no city bribe.

Monk

Traianvs is offline Traianvs
Prince
Belgium, land of plenty (corruption)
Jan 2000
time: 06:35
  Old Post 25-04-2004 00:09
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Because I would totally waste your civ

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 25-04-2004 03:01 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Tired of ads?

Trajanus == why don't you join us?
BM -- Ta muchly

Stu

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:35
  Old Post 25-04-2004 06:14
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Oops - too late at night. On a Mac I have to make the save name myself and then zip it, but that seems to have been too much for me. Thanks for the help BM.

My preference for Mapmaking instead of BW has to do with the likelihood of finding useful stuff from huts on other islands, especially given the high probability of nomads or advanced tribes. Often, enough units can be found to even conquer an AI city.

As regards Smash's Knight rush, the small number of cities is not a hindrance; the empire will expand rapidly as we swallow hapless AI civs. At least that's the way I have always tried it. IIRC LaFayette likes to build up the home civ first and start romping only at 1 ad.

I think the question is when we are likely to begin the invasion. I like starting as early as possible. MPE is often available around 1500bc, and I have even seen it as early as 1950bc. Chivalry can be researched to arrive around 1250bc almost all the time, and by 1000bc there is usually a reduced invasion force of non-vet knights ready to rumble. That's when I like to start. Because of travel time, an early start on exploration seems crucial. In the Us-vs-Them free-for-all, the rapid westward expansion paid dividends later in the game.

On the other hand, if we want to plan to conquer at exactly 1500AD, we can be peacable for a while. That at least raises the possibility that somebody will research industrialization and we will lose. And again, as SG(1) pointed out, Succession games have tended to last longer than many of us would take were we to play alone, so perhaps trying for the fastest conquering time will get us to a victory in 1750ad or so in the natural course of events.

Traianvs is offline Traianvs
Prince
Belgium, land of plenty (corruption)
Jan 2000
time: 06:35
  Old Post 26-04-2004 02:41
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What's wrong with building roads grigor?

Btw what a crappy small island

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:35
  Old Post 26-04-2004 16:42
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Trajanus - good question. Here is a stab at an answer.

Roads: building a road in despotism takes 2 turns more than going to a spot and laying down a city. The road normally will not add to the beaker count because of the despotism penalties (there are exceptions, such as when there are no trade specials in the capital and a shielded grassland must be roaded to get trade). In addition, each turn with a settler in despotism takes away one food from the growth of the supporting city. The difference is often as much as the difference between Monarchy in 2650BC and Monarchy in 2050BC.

Even after Monarchy, the growth penalty and the delay in laying down cities is oppressive, but at some point it becomes appropriate to build roads because of the increased speed of getting to the new city location (actually this benefit is more illusory than real) and because the cities are large enough to absorb the growth penalty with less incremental cost. I can't get a handle on when that point should be, but in practical terms it is around 2000BC. Maybe even later (1500BC). Certainly by 1000BC there need to be some roads. Smash suggested waiting until the 6th city is down in Monarchy before using settlers for terrain improvements. That seems like a good rule in Deity.

Traianvs is offline Traianvs
Prince
Belgium, land of plenty (corruption)
Jan 2000
time: 06:35
  Old Post 27-04-2004 06:01
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Aight I didn't know that, but since you're on a small island such as this you can't build too many cities that quickly, and not every citiy has that much trade squares, so improving shielded grassland can give a slight boost. Atm you have more settlers than you'll need on that island anyway

Grigor is offline Grigor
Prince
Oberlin, Ohio
Jan 2000
time: 00:35
  Old Post 27-04-2004 06:19
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OK Trajanus, sounds good -- why don't you take the next turnset?

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 27-04-2004 10:12
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Lose 30 kilos (of popups)

More settlers than needed already???

I beg to differ. There are 3-4 more sites at a minimum on the Home Island plus road work to facillitate getting some WOW's more quickly and cut down on corruption.

Monk

-Jrabbit is offline -Jrabbit
Emperor
of the Electronic Egyptians
Feb 2002
time: 23:35
  Old Post 27-04-2004 17:59
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One Bunny's Opinion

(About that 2nd row...)

Against the AI, phalanxes are not really needed, especially early. Much better to choose Horseback Riding. The only change one needs to make in playing style is a pleasing one (to me) -- Attack outward (instead of defending).

Here's how I break it down:

PHALANX
Attacks as warrior.
Moves as warrior.
Defends as vet warrior.

HORSIE
Attacks x2.
Moves x2.
Can defend as phalanx (make vet).

The movement factor is HUGE in the early game.
--Can chase down kings (very important in BC years).
--Explore much more efficiently.

While a vet phalanx is an excellent defender, the fact that one must wait passively for an attack makes that relatively rare. Compare that to a vet horsie, which can be aggressively created on a much more consistent basis.

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 27-04-2004 20:12
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A Phalanx defends at 2, not 1.5 like vet Warrior. When it gets Vet it goes to 3. Fortification and terrain bonuses multiply much quicker when the base defense is 2, not 1.

My biggest problem with early Barbs is separating the Leader from the Archer. I use a Phalanx fortified on defensive terrain to withstand the Archer, then chase down the leader. It helps to have a Horse or Chariot around from a hut, but I don't think it's worth researching Horseback just to make one myself. I'd much rather my off-tech be Bronze, which sets up Currency (for Marketplaces) and then Trade (for caravans and Marco Polo).

-Jrabbit is offline -Jrabbit
Emperor
of the Electronic Egyptians
Feb 2002
time: 23:35
  Old Post 27-04-2004 22:21
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I stand corrected re Vet Warrior defense factor.

I stand by my assertion that you'll capture more kings with horses than you will with phalanxes. Remember, we're talking about the one off-path pre-Monarchy tech. (In general, that tech is "chosen" by a hut, not me.) Maybe I get bronze from huts often enough that I don't feel inconvenienced by the delay to trade when I take horsies...

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:35
  Old Post 27-04-2004 22:58
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So I post a game (and go home for the weekend) and upon my return I see 20+ posts & a couple of turns played -- nothing like a new game to bring out the minds & thoughts.

BM -- I notice that sometimes when I play a few turns in MGE, then start a new game that the cities in the new game start somewhere after the first -- almost as if there was a continuance of the activity. Not too much of a big deal for me as I often rename my cities (to make more geographical sense.)

Sounds like the action I was hoping for is occuring...

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 27-04-2004 23:00
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AS Elephant said so well,
quote:
I'd much rather my off-tech be Bronze, which sets up Currency (for Marketplaces) and then Trade (for caravans and Marco Polo).


...something I should have explicitly stated, but, I thought this was ground so throughly plowed and decided that it would be assumed.

Perhaps this relates to the question I earlier asked (still unanswered) about game differences due to "Bloodlust." So, again, what does bloodlust mean??

Monk

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 27-04-2004 23:08
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quote:
Originally posted by Old n Slow

BM -- I notice that sometimes when I play a few turns in MGE, then start a new game that the cities in the new game start somewhere after the first -- almost as if there was a continuance of the activity. Not too much of a big deal for me as I often rename my cities (to make more geographical sense.)


I thought it was something like that, OnS. If someone wants to remember Wounded Knee, the city names are, as you say, easily changed. Personally, I would like to see more turnsets played. This early in the game it doesn't take long, so who's up??

Monk

 
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