I still say it would be more work to vote on others. Right now, I am reading all my teams and scanning the other teams. If I was to have to vote on another teams, I will have to read them with great care. I would feel more compelled to be careful about some other teams game, than the one I am particiapting in. I am not saying that is proper, but would seem to be rational.
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AUSG101 - Domination team DAR 1
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I'm for voting on *other* teams' games... but I like Arrian's idea of having specific assignments.
Here comes my DAR!
(and to quote Flounder: "Oh, boy, is this gonna be great!")The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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The start is fine... I happen to be a big fan of plains, as long is there is fresh water, preferably rivers.
Build plan: Scout, Warrior, granary.
Research plan: Wheel at 20% until 2 pop, then 10%.
25 gold from the near hut.
Upon Mecca hitting 2 pop, I increase to 80% research, with the Wheel now in 20 turns.
HUZZAH!! In 3500 BC, a Settler from the hut to the northwest of Mecca! Not sure where to put him... send him back to the mountains NW of Mecca for now.
In 3350 BC, I find another goody hut to the SW of Mecca. Will not pop it yet, until no Settlers around or in production. Also, find the cultural border (Japan?) to the north.
3300 BC, I meet Toku and trade Pottery and 55g for the remainder of The Wheel. Hmm, that settles that, the free town will be at Mecca 778, next to the nice Horsie but on the river. Yay!!
3200 BC, I builk Medina, start it on a Warrior. I meet an American Scout to the NE. I give the Wheel, and get BW and 10g, and then sell BW to Toku for 60g. I now have 81g and 2gpt, am at 2.8.0 with Warrior Code in 10 turns.
3100 BC, I get a Warrior from the SW goody hut... that's OK, I need an MP. The American Scout beats me to the goody hut near the NE mountains. I trade Abe Cerem Burial, 70 g and 1 gpt for Masonry. I trade Toku Masonry for the remaining 8 turns of WC and 5 g. Researching HBR.
3000 BC, I get to the hut in the far east first, and pop Mysticism!! Wait, it's right near an American cultural border... WTF??!! Well, too friggin' bad, Abe. Trade Warrior Code to him for 40 g (should have before)... I am now in the tech lead. HBR in 15 turns.
WHAT THE HELL IS "THE GLORIOUS BLACK LAND"?
2950 BC, looping back from America, I see another goody hut. Woohoo!
2900 BC, Temple complete in Mecca, and a conscript and reg Warrior as MPs... Settlers here we come!! The latest hut gives me another Warrior.
2750 BC, all cits in Mecca are content at 5 pop.
2430 BC, HBR complete. In that we are REL and lucked out with Mysticism (which I still haven't sold yet, thus a two tech lead!), I am gonna make the run through Polytheism (20 turns at max, losing 3gpt) and Monarchy. Completing a temple in Damascus (sorry, built that 4 turns ago at Mecca 999), and will use a chop of the game forest to bang out a barracks. Barbs starting to worry me. Started roading the horsie.
2390 BC, Toku has HBR, so I sell it to Abe for 90g, supporting research losses. Still ahead by Mysticism.
2270 BC, I can trade Mysticism and 130g to Abe for IW, but choose not to. We are going MOUNTED, people, big time, and we are economically kicking ass. With 138 g in the bank, I'd rather stay at max research at -4 gpt for Polytheism in 19 turns (and the loss will lessen shortly with a new town and Mecca's re-growth).
2230 BC, horses connected, start first Horseman in Medina (yes, it has a barracks). Build Baghdad at Mecca 1112. Pretty much ignoring RCP and other CP schema in favor of terrain. (Added later: chose to mine the horse hill... later regretted it as taking so long when in dire need of Workers... not being IND sucks, although in this game EXP and REL have been pretty hot.)
2190 BC, temple complete in Damascus, barracks started at 4 spt with chop in 4 turns. Re-growing Mecca up from 2 pop with a Barracks... then alternate Settlers, Workers and military units.
2150 BC, and all I can say is that this game has ABU BAKR DECEPTION written all over it!! OOH RAH!!
A general thought:
You'll notice I don;t micromanage too much, unless there is a special situation that calls for it. I usually just leave the city governors on for happiness, and focus on good CP and tile improvement for max high-value-tile usage.
Summary:
Three Workers. Three reg Warriors and two conscripts. First vet Horse on the way.
Temples in Mecca and Damascus. Granary in Mecca. Barracks in Medina.
Pop: 1 / 158000
GNP: 1 / 20 million
Mfg Good: 1 / 17 megatons
Mecca is the top city.
Mecca: 3 pop, 7spt, +3 food, barracks in 3, growth in 3
Medina: 2 pop, 4spt, +1 food, vet Horse in 2, growth in 11
Damascus: 2 pop, 4spt, +2 food, barracks in 9 (less chop in 3), growth in 9
Baghdad: 1 pop, 2spt, +2 food, reg Warrior in 3, growth in 8
1.9.0, 127g, -3gpt, Polytheism in 14
Tech lead with Mysticism, but America has IW
__________
Beta, CARTHAGE!! I assumed that middle jungle was the tip of the continent!!
Yum yum, gonna kill me sum Numidiuns.The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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And the save:Attached FilesThe greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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You're welcome aboard C6!! The rule changes come with the scenario you've downloaded. You don't have to worry about anything, but if I were you I'd go check the AU Mod thread to know the changes. You might be tight for the first block, as the deadline to submit your game and AAR is tonight at midnight. If you can't make it, then it's ok, you'll get your share of the cake on the next turn!
--Kon--
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Welcome charlie_six. As you're the first person joining after the original teams were picked please go ahead and state your preference of the three teams (though I'm guessing this one since you posted here first ).
The downloaded file is already modded so you won't have to do anything but play.
As to the key for screenshots it is "printscrn" usually right above the insert and delete keys on a Dell keyboard. After you hit print screen then you need to open up an image editor (photo shop is a good one, but vmxa1 has a link to a free one called irfanview, http://www.irfanview.com ). Anyway, paste the screenshot into the image editor, resize to a maximum of 800x600, and save as .jpg file (they're smaller).
Good luck, and again welcome!
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Originally posted by Konquest02
You're welcome aboard C6!! The rule changes come with the scenario you've downloaded. You don't have to worry about anything, but if I were you I'd go check the AU Mod thread to know the changes. You might be tight for the first block, as the deadline to submit your game and AAR is tonight at midnight. If you can't make it, then it's ok, you'll get your share of the cake on the next turn!
--Kon--
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Originally posted by Theseus
2270 BC, I can trade Mysticism and 130g to Abe for IW, but choose not to. We are going MOUNTED, people, big time, and we are economically kicking ass.
Nicely played block...
--Kon--
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Both. They each have a total of three towns, and neither have any resources.
BTW, Medina culturally expands in 3 turns.The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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Originally posted by Theseus
Beta, CARTHAGE!! I assumed that middle jungle was the tip of the continent!!
That was the upside of pumping out 4 scouts. I don't often play with expansionist civs, so I kind of got carried away.
btw - great start Theseus. This will be a tough vote.
So why did you not bother with RCP? It would be interesting to see a number of different starts, and how they work out under two different scenarios. The first sticks religiously with RCP, the other picks the best terrain regardless of RCP. Hmmm... Any thoughts?
Dom? Nathan?Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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Okie hopefully I made it before the bell.
Great start position I think. 2 Cattle and a hill on a river. I split the difference on mining and irrigating them. For the first city I go for the max of both production and growth. I build things until 5 or 6 then pop out a settler or a worker. Building cycle was warrior, granery, warrior, spearman, settler, barracks.
My science is almost always bronze working, then iron working, and that's what I did. Off the bat I research to whatever point gets me +0 or +1g per turn
I never really played a expansion civ, but found the scout guy to be neat. Here's a laydown on the goodies:
-nothing
-warrior
-map
-wheel
-mysticism
3050: I sent my scout N and made contact with the japanese. They didnt want to trade squat.
2590: I found the wheel in a goodie hut and sold it for
30g to the japanese. Set my research to max at a loss of 3
2390: I kicked a spearman and a settler out to medinas position, and found a barbarian camp next to it. Sent in the spearman and pillaged 25g. Victory!
2350: Medina Founded. I chose that location right on the horse mainly because I didn't want overlapping land with Mecca, and it was the best place to sieze the horses the quickest. Also if anyone invades they have to take out the city in order to deny that resource.
2310: I had an extra warrior so I sent him scouting to the south. By this time I had met the Japanese, Americans, and Carthage folks. Did some trading, got alphabet for the wheel, and sold pottery for 40g
2190: Got horseback riding for alphabet from the japanese
Early in the game, my tech stategy is buy anything anyone sells me, and sell anything. Worked good in this case so far as I have a 1-3 tech lead with all civs near, have iron working so I know where the iron is, and all the other civs are penniless..hehe. The reason for that I think is finding those 2 techs in goody huts. So I would say that is the advantage of having a expansion civ. Personally I think scouts are useless but have found this to be a strength.
For the statmonkees:
pop: 1st 180k
MFG: 1st 12MT
Mecca is the top city in the world at pop 5
I'm leading tech with mysticism of the known civs
90g at 100% research math in 9 -3g per turn, (I'd sell off my other techs but all the other civs are broke, heh)
Battle Plan for next phase:
1. Contain Carthage at the S choke point. Put next city there to block them geting a city on my side of the choke point. Also get those spices, and have a port city.
2. Keep that worker building roads to the Iron, and have mecca, who is built out with buildings, start building some heavy metal swordsman. I'll send a couple horsemen there also to clear the area of barbarians, and ambush anyone setting up a city near. I'm going for a colony, since it's pretty crappy land for a city nearby. After the granery, Medina will build a temple to get it in my civ.
3. Get a city by that gold. Gotta finance that big army ya know. Plus it looks like a sweet city spot.
4. Looks like the japanese are going to get it first, since it looks like they have the best land. They also have a thing of iron near them, so they are the biggest threat.
here's the map:
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