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  • #91
    STYOM Question -- Can I get around the "can't build Settlers" rule by disbanding an advanced tribe? (Technically, it's not "building a settler" IMHO... )

    Started last night and I gotta say, this is gonna be a bear. Very difficult to manage our widespread cities in early governments. Tech rate sucks, income sucks, happiness sucks.

    (Also pretty frustrating to have all this juicy land and be unable to build on it. )

    Hard to find that key insight that will propel us forward. but I'm trying...
    Apolyton's Grim Reaper 2008, 2010 & 2011
    RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

    Comment


    • #92
      Originally posted by -Jrabbit
      STYOM Question -- Can I get around the "can't build Settlers" rule by disbanding an advanced tribe? (Technically, it's not "building a settler" IMHO... )
      Well, technically, the city is disbanded by building the Settler. Sorry, Jrabbit, but no.


      Started last night and I gotta say, this is gonna be a bear. Very difficult to manage our widespread cities in early governments. Tech rate sucks, income sucks, happiness sucks.

      (Also pretty frustrating to have all this juicy land and be unable to build on it. )

      Hard to find that key insight that will propel us forward. but I'm trying...


      Well, i figured that what we would wind up doing is bribing AI settlers and carrying them home in the bottom of our galleons to work the fields. Kind of a slavery thing, or something...

      /me is glad that the game is tricky.

      At least we're further along than the Silly rules game is. When you play your turns, think of me trying to somehow catch up to the AI in that one!

      Play list:


      1. atomant
      2. Jrabbit
      3. OldnSlow
      4. SG(2)
      5. STYOM
      6. Bob_Smurf42
      7. SCG
      8. La Fayette
      "I'm a guy - I take everything seriously except other people's emotions"

      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

      Comment


      • #93
        Originally posted by Six Thousand Year Old Man

        Well, technically, the city is disbanded by building the Settler. Sorry, Jrabbit, but no.
        Arrggh. But worth a shot.

        Not only do we get very few cities, but we also get guaranteed non-optimal positions for them!
        ...and bribing foreigners without cash will be tough.
        Apolyton's Grim Reaper 2008, 2010 & 2011
        RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

        Comment


        • #94
          I admit i'm a little bit quick to get to Republic
          If i hadn't already been having comp probs, I probably would have waited at least 4 more turns to go there. My goal was to get at least 1 city celebrating early on and wound up spreading the gold around a bit more than i intended (wanted to do Cul-de-sac, but had too many ships in the middle of nowhere)

          What was killing me was the corruption and completel lack of trade, which did get alleviated somewhat with the republican trade, and can't see the game atm, but i think we had a couple cities on the verge (too small, or needed harbors)

          shouldn't be too far off though to where it will be viable if people continue the foster program for wayward nomands
          Insert witty phrase here

          Comment


          • #95
            Rabbit droppings

            So here (with minimal delay!) is the save. Quick summary -- plenty of huts, so we have some new cities and some new techs. Changed emphasis to camel farming, and had to switch us back to Monarchy.

            Could not remember how many turns to play -- ended up doing 13 (???). Turnlog shortly.
            Attached Files
            Apolyton's Grim Reaper 2008, 2010 & 2011
            RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

            Comment


            • #96
              Turnlog 1140 AD

              It's 880AD, and Speaker Remus Rabbit calls his advisors to another interminable committee meeting. He learns that he has taken charge of a Republic of 13 cities and 990,000 ppl, producing a grand total of 2 science beakers per turn (tech rate = 317 turns). The 15 or so GP (iirc) produced seems an insufficient payback for putting up with such lazy wise men.

              Adjust to 40-20-40 (6 GP, 95 turns), adjust a few purchase paths (Courthouses!!), buy an incremental thing or two, and press ENTER.

              900 AD -- Beachside builds temple, Boring Bastard a harbor, and Rhodes a lovely camel (food!). Got something from hut (???) Vet trireme docked in NoWhales4You sinks barb units blocking the harbor, killiing 5 units and earning the captain the Distinguished Lagomorph Medal. Forgot to rehome Coventry trireme Rampant disorder at ANY settings means I must diband.

              920 AD -- Tax structure now 20/30/50 in hopes of maintaining some semblance of order. Hut yields Medicine (and possibility of Shake's!). Lonely horse on north pole finds companion NONE Crusader in hut. Point all camels to Rhodes.

              940 AD -- "Screw The Republic! Long Live King Remus Rabbit!!" chant the revolting throngs. Rates now 50/50/0, bringing research rate to 22 turns with some fresh, youn XinMasters in place. Income is 1 GP/turn. How's your hut luck? Well, not bad, actually -- 50 GP, 50 GP, and Navigation harvested. No new tech choice til next turn, so Xinning stops for now. Change build in Freaky Finds from Marketplace to Harbor. (It has a Library, so we will want to use its sea squares as much as possible.) Use newfound wealth to rush temple in Trireme Cove.

              960 AD -- Choices are Banking, Chivalry, Physics, Theology, and University. After much debate, we select BANKING (on path to Democracy) over Physics. Democracy is critical, much more so than Galleon/Frigates, which will require much building before it becomes useful. In other action, Trireme Cove starts a camel, and a hut uncovers the new city of Reading (has fish and whale, but can't use due to red face. ).

              980 AD -- Xinning modified. (The Xin cities, btw, are Cul de Sac, Coventry, and Rhodes.) Hut nets 50 GP. Increments purchased judiciously. Rush temple in Plainville.

              1000 AD -- Well, another millenium has passed, and what do we have to show for it? A very confusing empire, with widespread triremes that are hard to keep on task. Oh, and a tax deficit of -3 GP/turn (77 in bank) due to all the white goods we've been building. Rhodes = Xinning off to recharge. Hut = Physics!!!, hut = 50 GP.

              1020 AD --Hut = NONE nomads!!! . We allow ourselves to buy a few increments here and there.

              1040 AD -- Leeds grows to size 2 and is carelessly allowed to go into disorder. Hut = Banking! and another produces advanced tribe of Birmingham (size 3, with Temple, Library, and Market!! -- and one red face). Buy a couple incremental rows, drop science to 30, convert Xinners to tax (my first time ever Xinning for dollars!).

              1060 AD -- No sign of William the Conqueror, due in 6 years. Permit myself a few increments. Buy temple in Thudnderdome so it won't stay size 1 forever. down to 20 GP in treasury. comptroller uneasy.

              1060 AD -- Choose Construction over Magnetism and others (path to Demo!!). Ellie from NoWhales4U chases down encroaching barb legion near Coventry.
              Hut = many barb horses. Noble diplomat to die shortly.

              1080 AD -- Fiscal deficit now 5 GP/turn. Need hut gold so Xinners can concentrate on science. Hut = adv. tribe of Richmond (size 4, with granary and temple, one red face). Cul de Sac xins for science, Coventry for gold. Camels near Rhodes.

              1100 AD -- Coventry Hides (demanded) to Rhodes, 10 GP. Hut = Chivalry. Science check reveals we're studying Magnetism, not Construction as planned!!! Dazed, we indulge in some semi-random movement of units.

              1120 AD -- More camels approach Rhodes, help toward planned construction of Mike's Chapel. Hut = 100 GP! Hut = Chivalry. Cul de Sac, Coventry now free to Xin madly. We permit ourselves to buy a couple small increments.

              1140 AD -- Free Parking completes Courthouse to reduce corruption and be better prepared for a representative government. Indians build Great Library of Lahore. French, Zulus abandon project. Disorder in Oxford (which quietly grew to size 3 without my noticing). Now -7 GP/turn on taxes @ 50/50 rates. Hut = Construction!!!!!!

              Prepping for next turn, Remus Rabbit notes that his reign has gone on quite long and abruptly retires. As his final act, he bestows suburban names on the advanced tribes that joined the empire...
              Birmingham = Blandville
              Leeds = Mall-O-rama
              Reading = Stepford
              Richmond = Deerfield

              Note to successor (OldnSlow IIRC) -- Thunderdome, Stepford, and Boring Bastard are all about to grow. I strongly recommend heavy Xinning under Mondarchy, as we are just too thin an empire to support a Republic at this stage.

              Also, beware Magnetism, which will put your triremes at risk by killing the Lighthouse. (Sorry about that. I swear I selected Construction!!!)
              Apolyton's Grim Reaper 2008, 2010 & 2011
              RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

              Comment


              • #97
                Dang crossposts!

                How far along are we to Mike's? If we finish that, we can sell some of the Temples

                Oldn', you're up!
                "I'm a guy - I take everything seriously except other people's emotions"

                "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                Comment


                • #98
                  Sadly, not enough camels to get Mikes, but we're getting there. Foolishly took 10 GP for completing demanded Hides route, costing us 50 shields. Was hoping for more cash... (Everything feels very slow in this game.)

                  BTW, northern trireme is en route to pick up our polar explorers, OnS.
                  Apolyton's Grim Reaper 2008, 2010 & 2011
                  RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

                  Comment


                  • #99
                    As I read this great rabbit work I must respond sadly -- I’ll be away from a game friendly computer until no sooner than possibly Monday (where I’ll have to get some permission, install MGE, possibly play a few turns & other necessary behavior for a gamer).

                    If someone would like to step in (SG (2) perhaps…FRIDAY Night, hint hint!), I’d appreciate it.

                    Whether I get to jump back in next week or have to pass is up to STYOM.
                    Those with lower expectations face fewer disappointments

                    Comment


                    • Regarding the number of turns to play...

                      20 turns is still fine, until we find the AIs.

                      In any event, I'm erring on the side of letting people play more turns, instead of less. It's more fun to develop a long term plan than a short term one. So we'll keep playing 20 turns, until we meet our first AI, when we'll drop to 15. 15 should be plenty for most purposes... and will ensure that everyone gets to play at least twice, I think.

                      Also... another rule (even though this was supposed to be simple ). A player's turn ends when he eliminates an AI civ. This way we all get in on the mayhem
                      "I'm a guy - I take everything seriously except other people's emotions"

                      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                      Comment


                      • SG(2), please feel free to jump in...
                        "I'm a guy - I take everything seriously except other people's emotions"

                        "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                        "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                        Comment


                        • I have the save. No Institute? If ever a game needed one - this is it

                          ------------------------

                          SG(2)
                          "Our words are backed by empty wine bottles! - SG(2)
                          "One of our Scouse Gits is missing." - -Jrabbit

                          Comment


                          • Uhmm ... Taxes 50% + Science 50% gives us discoveries every 128 turns and a loss of 7 gold.
                            The next advanced tribe will be The Institute to receive Academy members who don't send some precious settlers to the capital for road building... the only source of corruption-free arrows we have. Incidentally I see we are not using the Silk in our capital.
                            Some white goods halted ... we are in Monarchy and happiness is controlled by Martial Law. There are too many entertainers and not enough troops.
                            Some white goods sold which were no longer viable - Harbour in Boring Bastard/Libraries in Freaky Finds and Blandville/Granary in Deerfield this provides cash and reduces upkeep costs.

                            1160 Beachside builds Courthouse; Stepford Temple; Hut - Nomad this was a grassland hut @ 203,43...didn't think this was possible. Hut Engineering this doesn't appear as a white tech in F6. Hut Advanced Tribe The Institute came with a Temple and a Granary - the latter sold; Hut 200 Gold ; MarketPlace sold in Blandville.

                            1180 Russians complete Sun Tzu's; Indians start on KRC; Hut - Barbs ; Hut - Magnetism kills our only wonder and my new Caravel won't move 4! Well don't feel so bad about your mistake JRabbit - it was written in the stars

                            1200 Library in Cul-de-Sac; Hut Invention ... no more free techs!

                            1220 Hut - Legion; With some Xinning the tech rate is down to 26.

                            1240 Settlers from all over the empire make haste torwards the miserable unroaded capital.

                            1260 Checks F8 to make sure we have an AI in this game ... where are they?

                            1280 Everything is taking a long time

                            1300 Hut - 100g

                            1320 At last two nomads arrive to work around the capital

                            1340 A cunning plan has just been hatched on the road to Rhodes ... now that we have one

                            1360 A third settler arrives at Rhodes

                            1380 Rhodes now has two Roads

                            1400 Advanced Tribe - Cambridge; Hut Barbs

                            1420 Barbs kill dip - French start Cope's

                            1440 Hut more Barbs ... elephant escapes into boat

                            1460 Xinning now at full stretch brings tech rate to 11

                            1480 Nearing the target of the Lovely Lady

                            1500 Indians complete KRC; Chinese changed to Cope's as do the Indians Democracy

                            1510 Revolution + Statue of Liberty in Rhodes = Welcome to the Priesthood

                            1520 Harbour in Coventry

                            Notes for the next player:
                            Usually in Fundy I have token scientists and run with Luxuries @ 30% for celebrations with the rest on tax. However in this game there is so little trade that a lux rate would be wasted. A low science rate might be worthwhile as there are a few libraries. With Tax @ 80% we make 119 gold with 10 going on overheads. Steam Engine is being researched at 69 turns! Population is 2 million. Treasury = 103g


                            ----------------------------

                            SG(2)
                            Attached Files
                            "Our words are backed by empty wine bottles! - SG(2)
                            "One of our Scouse Gits is missing." - -Jrabbit

                            Comment


                            • we may want to rehome some of those nomads that are en route to Rhodes so that we can get more. right now we have the maximum of 3 nomads for our # of cities, so are unable to get any more than the 5 settlers+nomads we have atm. Why didn't anyone rehome one of the nomads at No Whales for You??? We have 2 nomads working outside Rhodes atm - one can be rehomed at Rhodes and another at Cul-de-Sac fairly quickly, and then we can have up to 7 nomads/settlers. The other is midway between Free Parking, Trireme Cove and Rhodes - perhaps rehoming at Trireme Cove and building a harbor there would be the option there.

                              Also, i see we got both of the target techs i had set forth to achieve (Invention and Magnetism ) with those, we can upgrade our triremes and caravels to galleons and avoid tranportation ships at sea unhappiness problems. Of course we are selling the the marketplaces and harbors I bought to prepare for celebrations and have switched away from republic...

                              Anyway, Rehome the Nomads so we can get more!!!
                              Insert witty phrase here

                              Comment


                              • Well done, (2) .... other than in the Silly Rules game, I don't think I've ever been happier to see Fundy

                                I tend to agree with SCG - I'll bet we don't get nomads beyond a certain number (cf. samson's hut thread) based on the number of cities we have. At this point, in Fundy, rehoming them probably won't do any harm, anyway.

                                Old'n, you're up. I know Monday is a 'maybe' for you - but I can't play until Wednesday or so. So, if I don't hear from you (or atomant, come to think of it) by then, I'll play Wed or Thurs.
                                "I'm a guy - I take everything seriously except other people's emotions"

                                "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                                "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                                Comment

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