View Full Version : DH03-Empire of Blood and Iron


DeceasedHorse
Nov 12, 2005, 11:45 PM
My people! My brothers! My COMRADES! For too long we have suffered at the hands of foreign invaders and corrupt plutocrats. The people must rise up against the burgeouis pigs! The people must defend our lands from the invaders!
Viva la Revolucion!

Rules: We will be playing a peaceful game until the fated Revolution sweeps aside the corrupt plutocrats! This means that we cannot intentionally start a war or even attack enemy cities until after the Revolution. This does NOT apply to barbarian cities. In this case, the Revolution will be defined as having occurred once we switch to Police State and State Property.

Our Civ: Russia
Difficulty: Monarch
Map Type: Pangea. Muwhahha!
Victory Conditions: Space Ship and Diplo disabled. We will be going for domination or conquest.
Map Size: Standard
Enemy Civs: Roosevelt, Mao, Victoria, Genghis, Bismark, Louis IX
Game Length: Standard

I will take the first 20 turns-each player thereafter will take 10.

Dienekes II
Nov 13, 2005, 10:25 AM
I'll join this late game brawl... but you might want to consider rewriting your first post so that it's easier to read. :)

Methos
Nov 13, 2005, 11:45 AM
Since you're wanting to try out the later age civics have you thought about starting in a later game? It'll speed the game up some and everyone seems to start equal. Just a thought.

Mike Lemmer
Nov 13, 2005, 12:13 PM
Count me in.

Dimy
Nov 13, 2005, 04:30 PM
Sounds interesting... if you still need players, I'm in too! :goodjob:

Oh...if you want it purely military, I think you should disable some of the victory conditions when you set up the game. Or only enable Domination and Conquest.

Methos
Nov 13, 2005, 07:55 PM
I think I'll join too, it does sound interesting.

Farae
Nov 13, 2005, 08:04 PM
Sounds good, I will join as well. Though maybe I shouldn't, I could domestics during warfare, but my 10 turns would be useless in battle. I suck...but oh well. :)

DeceasedHorse
Nov 13, 2005, 11:25 PM
Since you're wanting to try out the later age civics have you thought about starting in a later game? It'll speed the game up some and everyone seems to start equal. Just a thought.

Methos, that sounds like an interesting possibility, and one that i will experiment with further.

More updates to follow once I get some more school stuff wrapped up.

Talamane
Nov 13, 2005, 11:58 PM
If you will have me, count me in. DC, arent you up in the RB2c thread?

It's been my limited experience that modern age warfare is "easier" in Civ4 than in C3C (where the relentless spamming of TOW Infantry "BANG BANG BANG" was a pain in the neck). On the other hand, earlier ages seem much harder. Maybe it's my perceptions, dunno. I havent played many difficulty levels or maps yet, so take this with a BIG grain of salt.

It may be that city defense is too high in comparison to the offensive strength of attack units in early ages. Also, in early ages, your econ takes a real beating.

You can still use SODs if you put several medic units in it. Gunships are a must.

Dimy
Nov 14, 2005, 07:17 AM
A 4000 BC start wouldn't be too bad... what's a Civ game anyway if you don't start in 4000 BC? :) A defensive (early) war can be even more interesting than an offensive war.

Dienekes II
Nov 15, 2005, 12:45 PM
Roster thus far:
DeceasedHorse
cizzlewalk
Mike Lemmer
Dimy
methos
Talamane

...is this a bit much or are we set for action? DH, be our leader here and get us going :P

DeceasedHorse
Nov 26, 2005, 06:11 PM
Roster: (please post to confirm)

VERSION 1.09!
DeceasedHorse-UP
cizzlewalk
Mike Lemmer
Dimy
methos
Talamane

Methos
Nov 26, 2005, 06:14 PM
Confirming.

Edit: I have the 1.09 patch installed.

DeceasedHorse
Nov 26, 2005, 07:14 PM
Hmm, having a bit of trouble getting my version of the game to update to 1.09 ...Damn Direct2Drive. Will update as soon as I get this POS working.

Dimy
Nov 27, 2005, 06:49 AM
Confirming I'm not playing in this one... meanwhile I started in two other SG's, the GOTM and tomorrow Epic One on RB. So that should keep me busy for now.

Methos
Nov 27, 2005, 07:39 AM
Are we starting from the AA or do we want to start later in the game? We don't have to start in the Modern Age, we could start in the Industrial or whatever the one is before.

One of the CivIII SG's dealt with a modern age war and it took them about a month or so to get there. By the time they did things had kind of petered out as people were losing interest. Just a thought.

Mike Lemmer
Nov 27, 2005, 12:38 PM
Confirming I'm in.

Dienekes II
Nov 27, 2005, 01:24 PM
Confirming.

Talamane
Nov 29, 2005, 12:05 AM
Patched to 1.09, and ready.

DeceasedHorse
Nov 29, 2005, 09:11 AM
We will start in the ancient age. I want the extra challenge of having to play an entirely defensive game until later on, and it's not like we have to reach the end of the tech tree before we can start our onslaught, we just need to get Fascism and Communism, neither which is particularly expensive compared to how much government techs used to be valued in Civ 3

Cizzlewalk, would you like to get this started? The Direct2Drive version of the 1.09 patch still hasn't been released :mad: :mad: :mad:


ROSTER (Proposed)

Cizzlewalk-UP!
Mike Lemmer-ON DECK
Methos-In the hole
Tamalane

DeceasedHorse- :mad: Direct2Drive:mad:

Dienekes II
Nov 29, 2005, 12:39 PM
err... kinda busy these next two days. I'd like to ask Mike Lemmer to take over and start us off. Much thanks.

Mike Lemmer
Nov 29, 2005, 02:16 PM
Okay. I'll have a report up by Thursday.

Methos
Nov 30, 2005, 09:49 PM
Does the next player mind swapping with me? My wife and I head to the Carribean on Saturday and we won't be back until the 12th. If the next player doesn't mind letting me take it after Mike Lemmer I won't have to be skipped the first round.

We haven't decided when to leave yet on Saturday so I'll be able to play definitely on Friday and possibly Saturday morning if the next player doesn't mind swapping.

friskymike
Dec 05, 2005, 08:52 AM
lurk on. This game very interesting at this level. Think I'll try one like it myself!

Mike Lemmer
Dec 05, 2005, 03:23 PM
The Glorious Beginnings of the Mighty Russian Empire

http://www.public.iastate.edu/~mikelem/russians/01peter.JPG
Our Glorious Leader

http://www.public.iastate.edu/~mikelem/russians/02moscow.JPG
Our Magnificent Capital

Wherein the first steps towards a future of power are hereby recorded for future generations:

The Russians became masters of the fish and the animals in this millenium. Boats ply the shores while pigs prepare to be herded.

Moscow produces a warrior to defend itself from the savage hordes, then a scout to explore the darkest northwest. A worker is queued to tame the wild frontier.

The numerous tribal villages we encounter contribute over 100 gold to our great empire. The natives are allowed to assimilate into our country for their generousity and wisdom.

Representatives of two inferior peoples, the Americans and the English, are met in the southwest. The day of reckoning is not at hand yet, so we allow them to live. Our scout reports back that Victoria already has archers; heated debate breaks out over whether shafts of wood flying through the air is natural or a consequence of heathen magicks. Our advisor is concerned when the scout mentions Victoria's borders have been spotted to the southwest as well, not far from our capital.

http://www.public.iastate.edu/~mikelem/russians/03map1.JPG

Wisdom of the elders for future generations:
Expansion will likely proceed south along the coast. The barren lands to the west hold nothing but misery. You may have to stretch out to keep Victoria from encircling us.
Victoria must not be trusted. Her advantage in arms could tempt her into starting a war before our time has come.

Our next exalted leaders: Dimy, then Methos

DeceasedHorse
Dec 06, 2005, 01:56 PM
Now that I finally have the 1.09 patch, I think we can safely get this party started!

YEAH!

In other words, I am putting myself back in the rotation.


Mike Lamar-Done!
Methos-up!
DeceasedHorse-On deck
Cizzlewalk-in the hole!
Tamalane

Methos
Dec 06, 2005, 04:56 PM
Mike Lamar-Done!
Methos-skip until the 12th
DeceasedHorse-On deck
Cizzlewalk-in the hole!
Tamalane

In case you missed my post above you'll have to skip me until the 12th. My wife and I are in the Caribbean so I have no civ access.

DeceasedHorse
Dec 07, 2005, 05:41 PM
I aplogize, I thought you were trying to say something else (I was wondering why you were taking such a short trip to the carribean....:crazyeye: )

I'll take it and play.

DeceasedHorse
Dec 07, 2005, 07:35 PM
Preturn: We are last in score, have a scout healing to the southwest. Moscow is size 3 and building a worker. Our scout to the northwest of Moscow is next to a village, but will likely be devoured by the nearby bear. Animal Husbandry comes in next turn.

T1-Our valiant scouts dispatch the capitalist pig-bears! Animal Husbandry comes in, start on Mysticism in hopes of grabbing a religion if possible (Judaism is most likely at this point) and the tech that unlock worker actions won’t matter before the end of my turn set since we don’t have any workers actually built yet. Horses are located inside Moscow’s cultural borders. The friendly Village People teach us Masonry. Thanks, village people! They are a shining beacon of socialist hope for our cause. Hopefully, our newly-promoted Woodsman-I scouts will be able to defeat the pack of wolves closing in on them…

T2-Our scouts successfully slay the wolves! Yay!

T3-Our scouts in the south are ambushed by man-eating panthers, but manage to drive the beasts off.

T4-Yet another pack of wolves attacks our northern scouts, who are again victorious.

T8-I notice that no religions have been founded yet, so start on Polytheism in an attempt to grab Hinduism, due in 14. Worker finished, start on workboat; once we hit size four we can start pumping settlers.

T9-Man Eating Bears ™ attack our northern scout, but are driven off and our scout promotes to woodsman II.

T10-Buddism founded in a distant land.


And that’s that. We are still behind on score, but hopefully my religion gambit pays off in the long term. Once that has been resolved, one way or the other, we need to get Agriculture and the Wheel ASAP.

Roster:

Mike Lamar-in the hole
Deceased Horse-DONE!
Cizzlewalk-up!
Tamalane-In the hole!

On the DL:
Methos, who is in fact taking a longer vacation than I thought. Have fun buddy!

All you lurkers out there, feel free to join, as our roster is a bit thin at the moment.

Dienekes II
Dec 07, 2005, 08:35 PM
Gonna need a skip until I have my video card problem solved (by the weekend).

DeceasedHorse
Dec 09, 2005, 02:48 PM
Tamalane is up if he gets it before cizzlewalk fixes his video problems, Mike Lamar is in the hole.

Talamane
Dec 09, 2005, 09:08 PM
OK, got it.

@DH: You are up in RB2c.

Talamane
Dec 09, 2005, 10:13 PM
[0] 2840 BC Quick check. Looks good.

[1] 2800 BC I get to move a scout. Scoping out Vickie's lands.

[2] 2760 BC Roosevelt adopts slavery, which means he has iron working. I get to move the other scout too and spot a goody hut (the old Civ3 term for tribal village). Southern scouts spots Vicky settling on the dyes/cows.

[3] 2720 BC I grab the goody hut right from under Vicky and FDR's archers, and we get agriculture! Pig farm completes, produces 6 food, and while no citizen of Moscow is working the horse tile, i start our worker on a horse pasture for lack of a better thing to do. Once the workboat is running, Moscow will grow like a weed.

[4] 2680 BC Moscow produces workboat and starts on another warrior as escort for the settler to be made next. Our northern scout is busting fog due west of Moscow and finds stone. Horrible city site. Instead of settling on the dyes, Vickie's second city is on the flood plains west of her capital.

[5] 2640 BC Worker starts horse pasture. Move the scouts around. It appears that FDR and Vicky's scouts have killed all the animals.

[6] 2600 BC Well, so much for Hinduism. It has been founded in a distant land. Since we have masonry, we can shoot for monotheism. I think this needs to be discussed vs getting the wheel. I will finish polytheism, so the SG players can make a choice. Our northern, now central, scout spots a barb archer.

[7] 2560 BC Well, maybe not ALL the animals. Central scout defends against a lion, while the archer moves towards London. We meet G Khan. He needs a chiropractor, i can recommend him one that uses the decapitation method for pain relief. Just kidding, he is the one that founded Buddhism, go figure. Western scout finds FDR's borders. I think, at this point, there is very little to be gained by founding a religion, since he will spread it to FDR and Vicky. We shall see.

[8] 2520 BC Moscow completes warrior and starts on a settler, due in 8. When i zoom in on Moscow, i hear pigs grunting and squealing--not a pretty thing. Healing scout spots barb archer again. Where the settler should go also needs discussion. The cows and gold are obvious, but where exactly? Do we want to get agressive and settle near the river and horses, which would allow room to add another city due east on the coast? This city would probably need to be defended by archers, and not a lone warrior.

[9] 2480 BC Even though our central scout is not healed, i have to run him away from the barb archer who will undoubtedly come and pillage something near Moscow. Call it a hunch.

[10] 2440 BC I moved our northern scout right into the path of a barb archer. :smoke: Central scout finds rice. Polytheism comes in and i start on the wheel. With horses, we can at least build chariots. I park our worker due south of Moscow. He needs to road the horses. No bronze working, so chops are not an option.

Mike Lemmer
Dec 10, 2005, 06:59 PM
Got it. I'll post tomorrow.

Mike Lemmer
Dec 11, 2005, 12:53 AM
Turn 39 (2440 BC)
Scout loses to: Barbarian Archer (1.20/3)

Turn 40 (2400 BC)

Turn 41 (2360 BC)

Turn 42 (2320 BC)

Turn 43 (2280 BC)

Turn 44 (2240 BC)
Moscow finishes: Settler

Turn 45 (2200 BC)
Moscow begins: Warrior
User comment: Barbarians spotted near scout. Moving it to wooded hill for Def.

Turn 45 (2200 BC)
Tech learned: The Wheel
Moscow finishes: Warrior

Turn 46 (2160 BC)
Research begun: Sailing
Moscow begins: Worker
Research begun: Pottery

Turn 47 (2120 BC)

Turn 48 (2080 BC)
User comment: Barbarian warriors & archers? Ouch.
Warrior loses to: Barbarian Archer (0.63/3)
Scout loses to: Barbarian Warrior (0.80/2)

Turn 49 (2040 BC)
User comment: Our settler falls to barbarian archers!
Moscow begins: Warrior
Moscow begins: Settler

Conclusion:
We were really dealt a blow this round. That wounded barbarian archer managed to take out our guarded Settler! These Monarch games are rough. Once our 2nd worker is built (or earlier), we'll have to make another Settler & send him out with two Warriors. I just hope this doesn't permanently set us back.

Anyway, if our settler hadn't been slaughtered by those barbarian archers, I would've sent him to colonize the river source just SW of Moscow. I was debating between the hills just S or the river just SW, but I decided on the river since food in the S hills would be a problem until we learned Civil Services. I figure we can expand SW and then colonize the mineral (& gold) rich hills S of us later.

Methos
Dec 12, 2005, 06:17 AM
Just letting everyone know I'm back.

DeceasedHorse
Dec 12, 2005, 06:59 PM
Ouch, that hurts.

Has Judaism been founded yet?

ROSTER:

Cizzlewalk
Mike Lamar-Just played!
METHOS-up!
DeceasedHorse-on deck
Cizzlewalk-In the hole
Tamalane-warming up

Methos
Dec 12, 2005, 07:39 PM
Got it, but need to reread this thread as I have forgotten our plans.:sad:

Methos
Dec 13, 2005, 07:25 PM
----------------------------New entries----------------------------
Turn 49 (2040 BC)
Methos: I'm not sure why, but we have a source of pigs and horses that are not connected. Yet our worker is building a road on the silk that can't be used until Calendar is researched? Stop the worker and plan on moving him where he can be more productive.
Methos: Realize the worker was building a road to connect our next town. Since the settler is toast I decide to finish that later and connect the resources we do have.
Moscow's borders expand

Turn 50 (2000 BC)
Moscow finishes: Worker

Turn 51 (1960 BC)
Moscow finishes: Warrior
Judaism founded in a distant land

Turn 52 (1920 BC)
Tech learned: Pottery

Turn 53 (1880 BC)
Research begun: Writing
Methos: Decide to go for Writing for both the Libraries and getting closer to Alphabet. I'm not for sure if it would be better to trade for the lesser techs or self-research them.

Turn 54 (1840 BC)

Turn 55 (1800 BC)
Contact made: Chinese Empire

Turn 56 (1760 BC)
Methos: Move one of our warriors down to protect the worker who is now working on a road to our next city.
Methos: The workers have now connected both the horses and the pigs.

Turn 57 (1720 BC)

Turn 58 (1680 BC)
Moscow finishes: Settler

Turn 59 (1640 BC)
Moscow begins: Granary
Methos: I fortify the settler so we can discuss where we want to build our next city.

The settler just finished and is fortified in Moscow. Do not forget him as he still has movement. I wasn’t for sure where exactly to send him so left him for the next player. We need to discuss where we wish to build our next city. Notice that England already has two cities and I’m guessing so has the other AI’s. This means we’re lagging behind and will probably have fewer cities at first compared to the other AI’s. Since this is a peaceful game we’re going to have a small amount of cities so need to be very particular in where we place them.

Here’s an image of the area south of Moscow.

http://www.civfanatics.net/uploads10/DH3_City_Placement.JPG

Here’s the 1640 BC save (http://www.civfanatics.net/uploads10/DH03_BC-1640.Civ4SavedGame).

Mike Lemmer
Dec 13, 2005, 09:04 PM
I'd suggest 2 west of cows, then 1 south of gems (on the hill), then 1 southeast of gold. I put the gold town last because although it's a hammer-rich location, food will be a problem until we learn Civic Services.

Dienekes II
Dec 14, 2005, 04:52 PM
Well, as specified earlier... my gfx problem is still not resolved and it won't be for a long time. :/

I'm gonna need to be pulled from the roster, but I'll be sure to lurk around and see you find victory here. Good luck, God speed.

Methos
Dec 14, 2005, 04:54 PM
ROSTER:
Cizzlewalk
Mike Lamar
METHOS- Just Played
DeceasedHorse- Up
Cizzlewalk- Asked to be removed
Tamalane- On Deck

DeceasedHorse
Dec 15, 2005, 02:38 PM
Got it. Will be a bit late due to finals. Sorry.


Sorry

DeceasedHorse
Dec 15, 2005, 08:57 PM
As an aside, how do you guys generate turn logs like that?

T1 1640 BC: Mike's cow spot looks pretty good to me. Wake up our southern warrior and send him & our settler south.

IBT: Ah hell. Barb Archer shows up.

T2: Settler hangs back while warrior fortifies.

IBT: Our warrior is killed.

Turn 3: Settler flees back to the capital. Move BOTH warriors south. Moscow goes into disorder. Que up a chariot, due in four.

T4-

T5: We lose another warrior, but our last one manages to kill the archer with .2 health left. MM moscow to get chariot done a turn faster.

T6: Chariot Finishes in Moscow, writing comes in. Start Bronze Working. I know we want to get up to alphabet ASAP, but we are going to need to chop rush the hell out of Moscow if we want to have a shot at getting back in this game. Swap Moscow's worked tiles around. Since we are currently at five happiness, I slow down the city to only +1 fpt in exchange for two additional coins from an inland sea tile, which shaves a turn off our research. Moscow starts Warrior. Promote our warrior to Combat 1-he has an unspent promotion, so he can pick up anti-archery or anti-melee promotions depending on what is needed.

IBT: Roosevelt ask for open borders. I agree because we only have one city anyway...

T7: Found St. Petersburg (finally). Moscow builds warrior. I send the Chariot south for now.

T8: Moscow finishes Chariot. I notice that we could get Stonehenge in 12 turns, but resist the temptation to go for it. Moscow starts barracks; we can chop-rush a settler once Bronze Working in five.

There is a method to my madness. Our Chariot discovers the borders of barbarian city to the south, near the gems!

T9 Vicky shows up, asks for open borders. She is the points leader. Please don't eat us, Vicky. Barb warrior shows up northwest of Moscow. Our valient Charioteer discovers the barbarian fortress of Zhou, a size two city defended by three barb archers.

T10: No changes. Our worker south of Moscow is roading the forest for no real reason; he's just hanging around until Bronze Working comes in. Prelimary plan is to finish the barracks, then Chariot-rush the barb city while St. Petersburg builds settlers.

Sorry for the lack of pictures, Civ is giving me some whacky graphical errors at the moment...Which I solved, n/m

DeceasedHorse
Dec 15, 2005, 11:03 PM
<--------Biggest idiot ever

I forgot my own damn variant rules; cancel the attack on the Barb city, use the chariot to pick off incoming barbs as needed...

sheesh.

Methos
Dec 16, 2005, 06:46 AM
As an aside, how do you guys generate turn logs like that?


We use eotinb's autolog mod (http://forums.civfanatics.com/showthread.php?t=141164). It's great for SG's and GOTM QSC.

Methos
Dec 16, 2005, 06:51 AM
I forgot my own damn variant rules; cancel the attack on the Barb city, use the chariot to pick off incoming barbs as needed...

sheesh.

I'd say you did :D , check your own words from the first post...

This means that we cannot intentionally start a war or even attack enemy cities until after the Revolution. This does NOT apply to barbarian cities.

According to the last sentence we can attack the barb city. ;)

DeceasedHorse
Dec 16, 2005, 11:18 AM
Sweet :crazyeye: :crazyeye: :crazyeye: :crazyeye: :crazyeye:

I blame finals week. Yeah, that's the ticket...

ROSTER:

DeceasedHorse-Losing his mind!
Tamalane-Up!
Mike-On Deck
Methos-in the hole.

Looks like I'll need to look for another player or two. I'm really sorry to hear that you can't get Civ IV to run Cizzle, I have fond memories of that crazy DyP game we were in together, even if it never was quite finished.

Corbeau
Dec 17, 2005, 12:03 AM
If you need another player, I'd love to try. However, I have never played a succession game (civ3 or 4) and have only gotten through two solo games of civ4 (though I've played quite a bit of civ2&3 plus Alpha Centauri, so I'm not at all new to the series).

I'm especially interested in the variant rules. I just tried a solo game that beelined for communism to get state property and spam workships (note: doesn't work well - workships are still specialty items even under state property :blush: - though rivers & watermills are sweet when the techs that improve yelds start rolling in).

But, yeah, anyway: if you're willing to take a SG newbie, I'd be happy to play.

Robo Kai
Dec 17, 2005, 09:00 AM
(EDIT: whoops wrong thread my bad)
DeceasedHorse I think your variant rules say you can attack barbs.
Nice game so far I'll be sure to watch this space. (Too busy to join sorry.)

Talamane
Dec 19, 2005, 04:42 AM
Got it, will play this evening.

PS Chariots wont cut it against archer city defenders.

DeceasedHorse
Dec 19, 2005, 04:17 PM
Understood. I hadn't fought a war before axeman before, so I tried to fight a really early war as Persia w/immortals, and even they had trouble breaking through multiple archer defenders.

Talamane
Dec 19, 2005, 08:16 PM
I wont be able to finish this until tomorrow. Sorry.

Corbeau
Dec 19, 2005, 08:59 PM
So, uh, DH, did you need another player or not? :confused:

DeceasedHorse
Dec 20, 2005, 03:07 PM
My bad Corbeu. You are welcome to join us!!!! (I thought I'd already said that you could join:crazyeye: :crazyeye: )

NEW ROSTER!!

DeceasedHorse
Tamalane-Still playing!
Mike-On Deck!
Methos-In the Hole!
Corbeau-Our newest addition!

Talamane
Dec 20, 2005, 08:56 PM
The plan is simple. After bronze working, revolt to slavery, get archery, then iron working. If we dont have copper or iron, we are in BIG trouble. Whip a settler in Moscow to get rid of the unhappy people. Build lots of archers. Well, it _sounds_ simple, anyway.

[0] 1240 BC Looks good. Move worker to help develop St Pete. Move chariot closer to Zhou. Hit ENTER.

[1] 1200 BC Vickie's archer is near Zhou. Maybe we will get lucky and swoop in on Zhou after she has weakened its defenses.

[2] 1160 BC Bronze working comes in, and we revolt. And NO copper. Start on archery. We need archers in the worst way.

[3] 1120 BC Road farm in St Pete. We need to see what kind of defense Zhou has, and though we may lose the chariot, it may take out a defender in its defense on a forested tile NW of Zhou.

[4] 1080 BC Chariot takes out an archer while defending, and dies to another. There are now 2 defenders in Zhou. Workers start on a cottage on the grassland tile. Moscow completes its barracks and starts on a chariot.

[5] 1040 BC A library would be nice, but St Pete needs border expansion badly, so an obelisk is ordered after completion of its warrior.

[6] 1000 BC Workers complete road on cottage. Start them on road for cows and rice, even though St Pete's borders havent expanded.

[7] 975 BC We know archery, and start on iron working. Years are now counting down in 25s. Mao wants us to stop trading with Roosevelt, uhm, no. FDR has religion and we could use it, if he would only build a missionary. Sigh.

[8] 950 BC Moscow completes chariot and starts on archer. Move chariot south of St Pete.

[9] 925 BC Chariot moves to NW tile of Zhou to annoy. We need swordsmen to take the city without great losses. With two defenders, it would probably take four archers to do the job. We are now losing 2 gp per town at 100% science, but i want iron working in the worst way. We have 100 gold in the kitty, so it's not a problem, yet.

[10] 900 BC Until St Pete's borders expand or we spot iron, there is little for the workers to do, so i would move them midway betweeen our two cities. They are presently roading the rice. The archer made in Moscow is on goto to St Pete, and another is ordered. A settler should be whipped next to found our next town.

NOTES: It will be sometime before we can get gems from Zhou and gold with our new city to the south east of Moscow, so whip it shamelessly to build settlers once it reaches size 6. The archer is on goto to St Pete. Vicky has only one archer stationed to the north and west of Zhou, so she's just using it to bottle up barb attacks. Move the workers midway between St Pete and Moscow once iron working is near discovery, so we can move them quickly if iron is found in our borders. Enclosed please review dotmap and post suggestions.

Red dot is a priority. I took a best guess at placement. One tile east would give us more coastal tiles and income with a lighthouse, but it would take some time for gold to get in our borders and we hurting on happy. Where it's at provides good production and gets the gold fairly soon, but doesnt have much in the way of food. Further south and west would close up the borders if we keep Zhou, otherwise the south coast is problematic--too small for a another city, but enough of a gap for one of the AI's to found an annoyance.

Yellow dot is next, if only to keep Vicky from settling there. A city on the stone this early is a waste, and Vicky will probably settle there anyway. We need to decide if we want to raze or keep Zhou. Its placement looks good in the scheme of things and saves a settler.

Mike Lemmer
Dec 21, 2005, 02:03 PM
I'm still on break, so I'll pass. Methos, it's yours.

Methos
Dec 21, 2005, 02:56 PM
Got it....

Methos
Dec 22, 2005, 08:19 PM
Turn 79 (900 BC)
Methos: Since we are at max happiness size I MM to increase production and stagnate growth. This shaves one turn off the archer. For now, just in case, I turn on the 'Avoid Growth'.
Moscow begins: Chariot
Methos: I decide to switch the archer build to a chariot to help take Zhou. The extra strength point would be better IMO.

Turn 80 (875 BC)
Moscow finishes: Chariot

Turn 81 (850 BC)
Moscow begins: Settler
Moscow begins: Archer
Moscow begins: Settler
Methos: I've read so much lately about chopping to speed up settler builds I decide to chop a grass forest. This should also take some strain off the whipping.

Turn 82 (825 BC)
Methos: Not for sure about whipping. We lost two pop points and gained +1 unhappy citizen for ten turns. Has anyone figured out how the pop points are figured for whipping yet?
Methos: Vicky's archer passes Zhou by.
Moscow finishes: Settler

Turn 83 (800 BC)
Moscow begins: Archer
Methos: I decided to go with red dot according to the previous player's dotmap. IMO this would be a great commerce city.

Turn 84 (775 BC)
Chariot promoted: Combat I
Chariot loses to: Barbarian Archer (1.47/3)
Warrior promoted: City Raider I
Methos: Wanted to see what the odds were so I sacrificed a chariot to Zhou. Conclusion: we need more units.

Turn 85 (750 BC)
Moscow finishes: Archer

Turn 86 (725 BC)
Moscow begins: Chariot
Moscow begins: Archer
Novgorod founded
Novgorod begins: Obelisk
Methos: Not for sure why, but Moscow is not growing. It was supposed to grow two turns ago but hasn't. I emphasized growth to get it back up in pop but the city is stuck at 26/26 food. Does whipping or angry citizens from whipping stunt growth?
Methos: Er, I feel stupid. Just recalled I turned on 'Avoid Growth'. Whoops, my screw-up.
Moscow grows: 4

Turn 87 (700 BC)
Methos: Since we are again at max happiness I stagnate growth to increase production. This time I did not turn on 'Avoid Growth'. Learned my lesson.

Turn 88 (675 BC)
Archer promoted: City Garrison I
Tech learned: Iron Working
Moscow finishes: Archer

Turn 89 (650 BC)
Research begun: Priesthood
Moscow begins: Library
Archer promoted: City Garrison I
Methos: Yes, we have Iron! Our workers are on Go To to get there. They will be there next turn.
Moscow begins: Chariot

Comments:
Currently Moscow is working on a chariot. There are no hammers invested so feel free to switch. I wasn’t sure exactly what to build. In truth I was torn between more units and a library. We need more units in order to take Zhou and IMO the commerce from the gems and the health from the rice is definitely worth it. Of course the +25% beakers from the library is a great benefit too! What does the team think?

Novgorod is bound to be a commerce and science city. Before it does it’ll need several things. One is a lighthouse, in which we’re still missing the Sailing tech. It also will need a granary and a library.

St. Pete will both finish the obelisk next turn and grow to size three. I’d probably go with either a granary or library. The problem is due to happiness the city can on grow to size four and it is currently only producing 6 beakers. Either way, both would be a benefit. Due to my opinion that Novgorod will be a good science city we may want to focus more on military here instead. This would allow Moscow to stick with settlers and Novgorod as commerce/science.

Tech wise I went with Priesthood due to the Oracle. At size five we could have 13 hpt which would finish the Oracle in 12 turns. After Priesthood we should go for Sailing to get Novgorod up and running.

We need religion too. I wish one of them would spread to us as it would help our happiness a lot.

Here’s the 650 BC save (http://www.civfanatics.net/uploads10/DH03_BC-0650.Civ4SavedGame).

Roster:
DeceasedHorse
Tamalane
Mike- On break
Methos- Just Played
Corbeau- Just joining, and already Up

Methos
Dec 22, 2005, 08:27 PM
On Whipping: IMO I feel it isn't worth it. At size five we were at max happiness so after emphasizing production a settler could be finished in 8 turns. Due to whipping we lost two pop points and had a +1 unhappiness point for ten turns. Due to the unhappy point we can now only get to size four and can't grow for another ten turns. If we wait and whip a settler when that unhappy point goes away thats one settler every ten turns. If we don't wait and whip every so many turns we're going to whip Moscow into the ground due to unhappiness. Without whipping we were/are able to build a settler every 8 turns.

In other words, I don't see the benefits of whipping at all. IMO it would be wiser for us to build a settler normally.

Corbeau
Dec 22, 2005, 09:32 PM
Got it... that was speedier than I thought it would be. Well, I'll try to get it played tonight (and I'll try not to muck up anything too badly ;) ).

Corbeau
Dec 22, 2005, 10:58 PM
Okay. Some mixed events here, primarily on the military front.

Turn 0: Enjoy the title screen music as the save loads. Look over our empire. We have three cities, our finances are fine (losing money at max science), and we're building culture where we need it. On the bad side, our happiness is not so good and our score flat out sucks. Plus we don't have close to enough troops to take Zhou yet. Hit enter.

IBT: Confucianism Founded somewhere that isn't Russia. Likewise, someone that isn't us builds the Oracle (oops).

Turn 1: We stick with priesthood research even though the Oracle has been built, since it's only two turns away from completion. St. Pete Obelisk -> Chariot, since we need more military to take Zhou. Notice workers on goto have just hopped onto our iron square, and can't disagree with the move.

IBT: Mao turns Confucian. That explains who founded it last turn.

Turn 2: Nothing.

IBT: Nothing

Turn 3: Priesthood in, set course for sailing to be able to build lighthouses when required.

IBT: Nothing

Turn 4: Moscow Chariot -> Chariot, since I think we need military badly for both defense and expansion. Move our new Chariot towards our small army outside Zhou. This becomes the theme of my turn, actually. MM Moscow, which hasn't been growing (happiness is at 5 now).

IBT: Barb Archer from Zhou attacks and kills our Chariot already sitting outside the city.

Turn 5: We check and see that Zhou now has two full-health Archers as well as the now-badly-wounded Archer that killed our Chariot. At least our Iron is now connected. I continue with the Chariot builds in progress rather than swap to Swords directly.

IBT: Barb Archer from Zhou dies attacking our fortified Warrior in the woods. Looks like it was the wounded one (a foolish move on the part of the Barbarians). Khan wants open borders: I don't recall any rules against this and can see no reason not to, so I sign the agreement.

Turn 6: Moscow Chariot -> Sword. Promote the previous Chariot from Moscow to Combat I and move him to cover our now-healing Warrior outside Zhou. MM Moscow to grow next turn.

IBT: Our Combat I Chariot is attacked by two Archers from Zhou. Our Chariot kills them both. W00t!

Turn 7: Our Chariot is badly damaged, so we promote to Combat II to heal some of it. We withdraw both units across the river and out of hostile territory to heal. Before we leave, we note that Zhou only has a single Archer now (which is good, but I don't want to risk them popping an archer and wiping out our 7-exp Chariot).

IBT: Khan wants us to go to war with China. We say no, but Khan declares on Mao anyway.

Turn 8: Wondering what our Workers are doing now that the Iron Mine is finished? We've sent them south for some combat engineer experience building a road to Zhou. The road project officially begins on this turn, and the last Chariot from Moscow arrives at the forest where our army is healing. Remember to MM Moscow so that it stops growing now that it's at the happiness limit.

IBT: Barbarian Archer from the west (ack!) moves onto the plains adjacent to our army stack.

Turn 9: The Archer is on terrain without any defense bonus, so we promote our newest Chariot to Combat I and attack. The odds are very good for us, so naturally we barely scratch the Barbarians and fail to withdraw (double ack!). We wake up our Warrior & Veteran Chariot (both still wounded) and retreat to the east, bringing up the Archer from St. Pete. Our Workers road another square towards Zhou, but we make sure that they are not in danger of being attacked.

IBT: The Barbarian Archer (strength 2.5) moves into the forest on a course for St. Pete.

Turn 10: Moscow Sword -> Sword (IMO, our military is pitiful - and losing two units didn't help a bit), St. Pete Chariot -> Archer (figure that we'll need another city defender sooner or later). Sailing is in, and I select Monarchy (Hereditary Rule would allow us to solve our happiness situation with the military we need anyway). However, I decide to hand off the game here since it's a significant decision point that merits some team discussion. What do we do on tech, builds, and tactics? I haven't moved any units this turn (though a couple are on fortify that should probably do something this turn), and my builds show my view on what we need. It's up to the next player to decide to veto or continue, and I promise my feelings won't be hurt if I'm overruled. ;)

Synopsis: We have reduced Zhou's defenses, but have been pushed way back across the river. We've killed more than we've lost and now have an experienced unit, but we've also taken losses and our experienced unit won't be much help for half a turnset. Our domestic front hasn't improved much, though Moscow has at least grown back to size 5. Finally, we have Iron and a new road that streches to the borders of Zhou. Something to pay attention to: our workers in the south are not in danger of direct attack or being cut off, but likely will be if they don't go back north this turn.

Here's a screenshot of our empire, as it stands in the save: (note: our workers are in the same square as our damaged Chariot)

http://home.comcast.net/~corbeaubm/CivScreenOne.jpg

Back to you, DH!

P.S. So, how are we handling the new patch? As of playing this turnset, I had no idea that there was a patch out. Haven't downloaded it yet.

Corbeau
Dec 23, 2005, 03:00 PM
Thought I'd drop my further thoughts on the tactical situation.

In defending against that Barbarian Archer, I'd probably pull our Archer back to the woods tile just to the west of St. Pete. We should win any defensive combat then, and if the barb moves into the open to pillage we can whack him from all directions with almost our entire military. I'd hope to give our experienced Chariot time to heal before risking him though, as he's practically the only good thing to come out of my turnset. :blush:

Strategically, I still think taking Zhou is priority #1. If vicky takes the city before us, it could sink us. It's in a perfect location for our strategy (watermills under state property are insane), and a nice city spot besides. Accordingly, I still think that pumping another Sword out of Moscow before we build a Settler is the right move, but we might squeak by without it. The main question is, I think, when/what/where to start building real infrastructure.

Oh, and an extra that I forgot to mention: the borders of St. Pete will expand in the next turn or two. Provides some extra options for our workers (though we'd have even more options plus a better placement of southern road if not for our suprise Barbarian guest from the west - ugh!).

DeceasedHorse
Dec 23, 2005, 03:23 PM
I can't use the newest patch as I have the direct2drive version of the game, which, for whatever stupid reason, is not compatible with the normal version of the patch (And I really would like the new patch as CIV IV runs like a hog on my system during the late game).

We will have to stick with 1.09

P.S. Got it

Corbeau
Dec 23, 2005, 03:43 PM
Sounds fine to me at least, since I haven't patched and don't have any other SGs going that might require me to patch.

Mike Lemmer
Dec 23, 2005, 08:50 PM
Slavery has its uses. I'm playing an Oasis map & some of my cities have numerous flood plains but few hammers. I've whipped so many things out of them it's nuts. First there's the Granary (1 pop), then the Obelisk (1 pop), then I start whipping Archers out. I have a town that's basically a slave farm, and it grows back to 2 pop within 5 turns (then I can whip it again).

It used mainly for food-rich, hammer-poor growing towns. I would rarely whip a town with >4 pop unless it has some insane food bonuses.

Methos
Dec 23, 2005, 09:47 PM
Patch wise I can't update until I finish GOTM 1. After that I'll probably end up patching due to my other SG's updating and GOTM 2. Ainwood has already stated GOTM 2 will be 1.52. In case you haven't figured out I need the whole month to finish a GOTM. :blush:

Need to find out exactly how many of the SG's I'm in are updating. I'll let you know when it gets around time that I'm seriously considering patching. If the different versions don't work with each other I might be forced to drop out.

DeceasedHorse
Dec 23, 2005, 10:01 PM
Preturn: Hmmm, tech choices, tech choices. Hereditary Rule…hmm, while it would be nice to get some happiness, I don’t think we can afford to go for it right now, given our lack of beakers. We will be able to get the Gold online soon, which will help a bit Metal Casting would be ideal, but would take at least 27 turns at this point. I settle on Alphabet-Tech trading might be possible. I will chop-rush a worker in St. Petersburg.

IBT: Our archer fends off the Barb archer near St. Petersburg.

Turn 1: Promote our archer to Combat 1 and leave him to heal. Send a warrior south to scout Zhou- The Barbs are down to one archer! I send our full-strength chariot south and see if I can maybe take the city before it is reinforced-if not, I’ll wait until a couple of City Raider swords arrive from Moscow.

T2: Finish Obelisk, start on Lighthouse in Novogrod. Ah nuts-When fording the river near Zhou, our chariot spots a group of incoming barb archers nearby (see screen shot).

T3: The barb archers do not attack. Moscow builds sword, starts another. We are last in civilization size. Somebody finishes the pyramids.

T4: Treasury is emptying quickly- I will likely have to lower research unless I can take Zhou soon. Vic switches to Representation, so she obviously has the Pyramids.

Let’s see-Zhou now has two defenders, one of which is fully fortified. However, the newly-arrived archer HAS NOT fortified yet. Our City Raider 1 Sword can launch an attack across the river and will likely win despite the amphibious penalty. We have a chariot and a city raider warrior on the other side of the river-they have a decent chance at taking out an unfortified archer….

What the hell. I attack

We get our first lucky break of the game. Zhou falls!

Swap Moscow to settler. Plan is to build settler and then a library, finishing the sword at some point as well. Once gold is hooked up we can let Moscow grow to size six, size seven once the gems near Zhou are connected.

T5-St. Petersburg finishes worker, starts settler, which I will, you guessed it, chop rush. Our combat II chariot is scouting along the English border.

T6:
T7- We make contact with Louis XIV, who is almost as bad off as we are.

T8: Road route to Zhou created. Two worker teams start clearing the jungle covering the gems.

T9: not much, although I think I may have f’ed up the turn count at some point; I gotta figure out how this log thingie works.

T10: Moscow finishes settler, which I leave unmoved, and starts on Library. I will also let it grow, but the next ruler should probably check and make sure that the gems end up getting connected at the same time Moscow grows. Alphabet due in 6 @ -3gpt; we have 18 in the treasury, so just enough ATM.

Corbeau
Dec 23, 2005, 10:20 PM
We get our first lucky break of the game. Zhou falls!

:beer:

Priority #1, fulfilled! Infrastructure time methinks, especially libraries. I still think Monarchy would be a big boost, so I hope we can get some science up so we can go after it soon. Nice turns DH!

Methos
Dec 24, 2005, 04:40 AM
Awesome! Zhou will definitely be a good boost to our economy!

Methos
Dec 26, 2005, 09:17 AM
Sorry, but the majority of my SG's are using 1.52 so I have updated. One thing though, as I'm curious...

Can someone who is still running version 1.09 please download and try to play this LK113 save (http://www.civfanatics.net/uploads10/LK113_AD-0375.Civ4SavedGame). Its from my turnset and is played and saved using version 1.52.

If someone using 1.09 can play the linked LK113 save above than I should be able to continue playing in this game. If DeceasedHorse doesn't mind.

Talamane
Dec 26, 2005, 05:43 PM
My guess would be that by the time DH's turn comes up again, the d2d version of the 1.52 patch should be available to him. Firaxis paid attention to Hark's mem fix and incorporated some (if not all) of its features, so 1.52 is highly recommended.

Corbeau
Dec 26, 2005, 05:59 PM
Though I'd be okay with patching, I still think it should be up to DH since he started this SG.

P.S. Tried loading your save, Methos, under 1.9: no go. Sorry.

Methos
Dec 27, 2005, 09:52 AM
Though I'd be okay with patching, I still think it should be up to DH since he started this SG.

P.S. Tried loading your save, Methos, under 1.9: no go. Sorry.

Thanks for trying. I didn't think it would work but thought I might as well ask.

I agree with you on it being up to DH. After all it is his game. I'll sit on the sidelines until DH gets the patch. Until then, I'll be lurking. :)

DeceasedHorse
Dec 27, 2005, 02:30 PM
Ok. let's go ahead with the patched version then.

Methos
Dec 27, 2005, 03:03 PM
Ok. let's go ahead with the patched version then.

Did you get the patch version you need?

Corbeau
Dec 27, 2005, 04:02 PM
Either way, I think Talamane is up next.

Talamane
Dec 27, 2005, 05:29 PM
Oops, the roster:

DeceasedHorse
Tamalane
Mike Lemmer
Methos
Corbeau

In version 1.52, we should be aware of some beaker changes in the tech costs and changes in combat. Since we have seen no combat, and the tech tree is just getting researched, this should impact us little. The total changes are numerous. Here's a link:
http://www.civfanatics.com/civ4/doc/Civ4v152Readme.htm

I have patched to 1.52 on the day it came out, since i had many gameplay issues. I will download the save, say "got it", but will hold off posting my turns until DH gives me a go ahead.

Talamane
Dec 27, 2005, 06:01 PM
OK, i am playing my turns on v 1.52, and i have no idea where to place the settler that is near completion in St Pete. I presume somewhere along the coast between Zhou and Novgorod to fill in the gap. Please, someone reply. City placement is critical in C4. If we had an archer i would like to have settled to the west of Zhou. I am putting it up to the SG as to what to do.

Corbeau
Dec 27, 2005, 07:14 PM
I think the closest we have to any dotmap is the one you posted here (http://forums.civfanatics.com/showpost.php?p=3476203&postcount=56). Since we already have red dot, I'd assumed our next target was yellow dot. Personally though, I think that if we can secure more river territory to the south it would be superior in the long run - but if Vicky already has most of the area to our borders, then I guess we get to settle elsewhere.

Basically, settle where Vicky isn't. ;)

Talamane
Dec 27, 2005, 07:21 PM
Thanks for the quick reply. DH built two setters.

The one made in Moscow is going to yellow dot. I am moving the chariot in Zhou to the west to scout. If we settle between Zhou and Novgorod, it is impossible not to infringe on St Pete's or Novgorod's tiles.

Corbeau
Dec 28, 2005, 08:09 PM
Well, I finished my 1.9 solo game so I'm updating. Domination win with the Mongols (using State Property, of course). After a few games with it, I think that State Property is my favorite civic. The amount of production you can acheve in the industrial era is astounding, and should convert to a win. I used Cavalry to sweep the map, and I can't imagine how brutal Cossacks would be (bwahaha!).

The trick seems to be remaining in contention until Communism comes along.

DeceasedHorse
Dec 29, 2005, 02:37 PM
Ok guys, v 1.52 was just released for the direct2drive version of civ, and I am downloading it right now.

ROSTER:

DeceasedHorse
Tamalane-Up!
Mike Lemmar-On Deck!
Methos-In the hole!
Corbeu

Methos
Dec 29, 2005, 02:53 PM
Ok guys, v 1.52 was just released for the direct2drive version of civ, and I am downloading it right now.


Glad to hear it.

From Talamane's statement in RB2c it seems he's waiting on opinions on where to put the 2nd settler. I don't have time to look at the game so currently have no opinion.

Corbeau
Dec 29, 2005, 03:33 PM
I thought that he was scouting to the east before deciding. Either way, I can't really offer any suggestions. :(

Talamane
Dec 29, 2005, 05:54 PM
We can settle between Zhou and Novgorod. This will infringe somewhat on St Pete and Novgorod's tiles, but it's better than an AI doing so. There's iron, so there is no doubt that an AI will settle there.

Settling there is cheaper for maintenance and we are weak as pups econ wise. To the west of Zhou is an aggressive move that Vicky or Mao may not take too kindly, but i will scout out that option. It will cost us science to settle there.

I will decide for myself, hope the group agrees with my reasons, and post the turns tomorrow night unless i hear otherwise. I will check this thread before i turn in for the night.

Corbeau
Dec 30, 2005, 02:46 PM
Well, I might be able to offer a suggestion if I had a screenshot of the options. I guess, however, that we'll have to settle between Zhou and Novgorod on the coast either sooner or later. To me, the question is whether we can afford to settle it later or if we should take the safe path of settling it now.

I'll trust your judgement on this.

Methos
Dec 30, 2005, 03:04 PM
@Talamane: You might as well just play and make your own choice. This game has been dead in the water now for 7 days. There's no reason to keep her down.

Talamane
Dec 30, 2005, 05:24 PM
[0] 125 BC Move setter one tile towards yellow dot.

[1] 100 BC Pair settler with archer. Worker starts on gem mine. Vicky settles Warwick close to Moscow. Maybe we can flip it. :lol: Scout settlement area with chariot conveniently provided. I will move yellow dot one tile north to grab both whales.

[2] 75 BC Worker completes gem mine and moves to start work on gold mine.

[3] 50 BC Settler completes in St Pete, and starts on barracks. He and an archer move two tiles south. Reduce slider on science to 60%, still get Alphabet in one turn (ala C3). Louis continues to scout us with his archer.

[4] 25 BC Alphabet comes in, and i start on Math. Novgorod starts on a granary.

[5] 1 AD Louis wants us to cancel our deals with Vicky. Yeah, sure, Louis, whatever you say. NOT!!! The west of Zhou chariot spots the borders of another barb city. Rostov is founded north of Moscow on the whale/tundra coast.

[6] 25 AD The barb city of Zapotec is defended by the standard 3 archers. It's squatting on two dye tiles, but is buffeted by China's cultural borders. The best course of action would be to burn it, and found another coastal city a little east of it with our handy dandy settler.

[7] 50 AD Trade alphabet to Vicky for math and 90 gold. Bump science rate up to 70% with a loss of 5 GPT. FDR will not trade Monarchy for alphabet because we dont have a way to offer gold in addition to it (this requires currency).

[8] 75 AD Khan wont trade us Calendar for Polytheism and Alphabet. Rolls eyes.

[9] 100 AD Scratch one archer as he fails in his attack on our chariot! Promote him to Combat 1. FDR went Hindu, and Vicky went Taoist. Sheesh. I move our combat(?) settler with escort and sword closer to zapotec. Another sword is on the way from Moscow (he was a pending build after library and took only one turn). Moscow is building archers to firm up our very thin city defenses.

[10] 125 AD Chariot is healing, sword is near him. Settler in place to found our dye city on the coast. One of our workers is completing St Pete's rice farm, while the other two are building a farm for Novgorod. We need to build the rice farm for Zhou.

Methos
Dec 30, 2005, 05:45 PM
Roster:
DeceasedHorse
Tamalane- Just Played
Mike Lemmer- Up
Methos- On Deck
Corbeau

Corbeau
Jan 02, 2006, 05:52 PM
:bump:

Mike? You here?

Methos
Jan 02, 2006, 06:15 PM
His last activity is:

Last Activity: Jan 02, 2006 06:31 PM

so he must have forgotten about us. I'll pm him.

Mike Lemmer
Jan 02, 2006, 07:37 PM
I'm sorry. I thought I told you I would be on vacation & unable to play Civ4 until Thursday. I pass. Methos, you're up.

Methos
Jan 02, 2006, 07:41 PM
I pass. Methos, you're up.

Due to RL I won't be able to play until the 5th, so I'm going to need a skip or a swap too.

Roster:
DeceasedHorse
Tamalane- Just Played
Mike Lemmer- Skip (Vacation until 1/5)
Methos- Need a skip/swap until 1/5
Corbeau- Up

Corbeau
Jan 02, 2006, 10:57 PM
Wow, that was unexpected. Well, I got it. Will play tomorrow afternoon.

[edit] Took a quick look. I have one question: any reason that we shouldn't found our dyes city one tile to the north? If we did, we'd have access to an extra river tile at the expense of some water tiles (we'd still have a coastal city though). The only downside I can see is that we might get some penalties with the English due to close borders, but we can't avoid that in the long run.

Corbeau
Jan 03, 2006, 09:17 PM
After the sudden deaths of the two major rivals for power in the empire of Rus, a third and unlikely leader stepped forward: Corbski the Second.

Turn 0
The empire had been growing quite well, and was stable when Corbski the Second rose to power, though a migrating band of Frankish military forces were in Russian territory. The first and most significant act of Corbski was to offer Ghengis Khan of the Mongols an exchange of knowledge. Thus the Rus gained understanding of the Calendar in exchange for teaching the Mongols the wonders of Polytheism and the Alphabet (I took this because I wasn't sure if it would last, and no one else would trade us Calendar yet).

Turn 1
The southern band of Russian Settlers moves a tile north to gain better access to the fertile river valley to the northeast. The greatest portion of the military of the empire is mobilized and sent south, in hopes of sacking the small city-state of Zapotec in the southwest. Russian workers finish a farm near Novgorod and scramble to build a silk plantation before the citizens of Moscow begin to get angry with the crowded conditions and lack of new luxury goods.

Turn 2
Moscow finishes training a new Archer battalion, and begins conscripting a band of Workers (this should enable the silk to be hooked up before Moscow grows). Novgorod finishes building a new city Granary and begins training a unit of Archers to reinforce the borders (anything else we build here will probably have to be chop rushed, at least for now, unless it's something cheap like an Archer). Corbski does not want to be caught without a solid army in the north, but this may be the best that can be done for the moment. Messengers reach the court at Moscow that the Franks have instituted something called Hereditary Rule, which seems an interesting concept. The southern Russian city of Yaroslavl' is founded and begins work on a Granary (I neglected to notice that since we now have Calendar, we cannot start work on new Obelisks - oops :smoke: ). Russian Swordsmen scout Zapotec and discover two Archers and two Workers within the city.

Turn 3
Russian Swordsmen continue to stream south towards Zapotec.

Turn 4
The Mongols have now instituted a system of Hereditary Rule. Workers near St. Petersburg connect rice to the empire's trade network. They begin clear-cutting to boost production in St. Petersburg (will overflow into a Library, which we could use since our tech rate & GNP are both in the dumps). The Germans agree to teach us about Hereditary Rule in exchange for information about the Calendar, though Russia stays stable for the time being (not much to be gained by revolting, since Moscow is the only city that needs happyness and can be dealt with for now). Russia is still the most backwards empire in the world.

Turn 5
An Archer from Zapotec attacks our Swordsman. We win easily, but there are still two defenders in the city so we hold off from counterattacking. Mao of the Chinese asks for Open Borders, and gets it. Moscow finishes training workers and begins training more Archers (not much else to build, and the more troops we have the safer we are). Novgorod completes recruiting an Archer unit, and begins laying plans for a Library (it'll have to be chopped for reasonable speed, but we can do it). The Archers depart to reinforce the garrison of St. Petersburg. Another notable event was the death of the reigning despot due to overindulgence on food (I took a break when the pizza delivery arrived).

Turn 6
The English send a troop of soldiers towards Zapotec, but we will easily beat them to it. The silk plantation is finished a turn earilier than needed, and workers begin heading south for Yaroslavl' and Zhou

Turn 7
Moscow grows, and finishes training an Archer. Next up is a band of Settlers, as the Archers head south to pave their way (we should probably settle that iron sooner or later anyway...). The great battle of Zapotec will likely be fought soon...

Turn 8
The Chinese insist that Russia cut relations with the Americans. The Chinese do not get what they want this time. Construction of a cottage and rice farm is begun at Zhou. Most importantly, the battle of Zapotec is fought!

City Raider II Swordsman kills City Garrison I Archer
City Raider I Swordsman kills Regular Archer

We pillage Zapotec and burn it to the ground, capturing two workers. Also, our City Raider I Swordsman earns another promotion.

Turn 9
Zhou completes its Obelisk and begins constructing a fleet of Work Boats to improve the clam harvest (should finish about the same time as the borders pop to give access to the clams). Messengers report that a new religion, Christianity, has been founded in a distant land. Workers near Novgorod begin clear-cutting to build the Library that has long been in the planning.

Turn 10
Rostov finishes building an Obelisk and starts work on a Lighthouse. Multiple improvement projects are begun in the Yaroslavl' area.

Well, that's my turn. Mostly focused in the south, with the sacking of Zapotec and founding of Yaroslavl'. Moscow will finish its Settler next turn, and we'll get construction the turn after that (which nobody else seems to have, so we should try trading it around - while we've gained some ground on score we're still way behind the tech leaders). Our money situation is ugly, with only the pillage money from Zapotec allowing us to run 50% science. I think that we should focus on economic improvements in the next couple turnsets, since we've about taken up all the land we can grab. It would also be nice to acquire a religion, but it looks like we'll have to wait for one to spread (maybe Vicky's Taoism will spread from London, if we're lucky). Sorry for the lack of in-action screenshots, but there wasn't that much visually interesting going on.

Screenshot of the northern half of our empire:

http://home.comcast.net/~corbeaubm/DH03_North375.JPG

Screenshot of the southern half of our empire:

http://home.comcast.net/~corbeaubm/DH03_South375.JPG

And the save:

DeceasedHorse
Jan 04, 2006, 09:04 PM
I Got it....

DeceasedHorse
Jan 05, 2006, 05:22 PM
Preturn: Science to 100% so we can get construction next turn.

T1: Finish Construction, start on Metal Casting, although it will take forever to get at this rate . Trade Construction to FDR for Horseback Riding. Capital builds settler, starts Horse Archer.

T2: Yaroslav builds Granary, starts Library.

T3:

T4: Found Yekaterinasberg next to the southern Iron. You know, we might actually be able to take a couple cities from Vicky fairly easy-if it weren’t for the variant rules. Ah well.

T5: Roosevelt wants Rice in exchange for Spice. I agree.

T6: St. Pete’s finishes Library, starts Granary. Vicky continues to spawn Great People.

T7: Zhou builds Work Boat, starts Library. Vicky kicks off a Golden Age.

T8: I realize that I must have screwed up the turn count somewhere, as this should be turn 10 (600 AD). I will hand it off now. Metal Casting due in 13 @ -1 Gpt, with 18 in the bank. Various infrastructure builds everywhere outside of the capitol, which is building a worker at the moment. We can manage cities up to size ten at our current happiness level.

Methos
Jan 05, 2006, 07:44 PM
Roster:
DeceasedHorse- Just Played
Tamalane- Up
Mike Lemmer- On Deck
Methos
Corbeau

Talamane
Jan 05, 2006, 10:03 PM
Got it. Will play tomorrow nite. Sheesh, that went by fast. :eek:

Mike Lemmer
Jan 06, 2006, 01:36 AM
I'm back. I'll retake my spot after Talamane.

Talamane
Jan 07, 2006, 12:05 PM
Couldnt play last nite. Playing now.

Talamane
Jan 07, 2006, 12:46 PM
[0] 600 AD Start work on mine/deforestation for Zhou's library.

[1] 620 AD Mao's golden age begins. Income goes positive to +1 GPT.

[2] 640 AD Various worker builds. Start farms for Yaro to grow.

[3] 660 AD No trades available. Currency is out there, but no way we can afford the spectacular prices they are asking.

[4] 680 AD Crap, i think Khan is going to settle right next to Moscow on the island to the east. I start a settler, but its probably too late.

[5] 700 AD Somehow, building a farm/deforestation put hammers in Zhou instead of Yaro. Yaro is two tiles away.

[6] 720 AD Hopefully, we can trade casting for currency from someone. St Pete complete cat and starts another.

[7] 740 AD Khan lands setter package on the island, and declares war on Bismarck. Cancel the settler and start a galley in Moscow.

[8] 760 AD Yek completes granary and starts on a barracks.

[9] 780 AD zzzz

[10] 800 AD Well, i kept our noses clean and built infrastructure. The horses near St Pete fall under our cultural borders now. Our GPT is zero and casting is due in one. Khan's religion will probably spread to Moscow.

Mike Lemmer
Jan 08, 2006, 01:47 AM
Got it. I'll submit a report late Monday night.

Mike Lemmer
Jan 09, 2006, 09:16 PM
Okay, Step 1:
Build up economy.
Step 2:
Get a religion & make some permanent friends (at least until the Revolution)

Turn 1:
What is with all these warriors sucking up our economy? Baleted! And these catapults & swordsmen? Why do they all have City Raider upgrades when we can't attack any more cities? And no axemen to hold off any Swordsmen that attack?

Victoria offers Corn for Clams. We have plenty of health at the moment, so I decline for now.

Turn 2: Confucianism spreads to Rostov, which would make us friends with... Mao Zedone & Bismarck. Blech. I sit back & wait for a more powerful religion to spread. I spread out my workers in pairs and make sure all resources are hooked up. I also build farms around Zhou to make it a Great Person city (having a Philosophical civ generating no Great People is a travesty).

Roosevelt asks us to cancel deals with the Chinese. Roosevelt could be a useful ally, so I accept.

Meanwhile, Genghis asks us to cancel our deals with the English. We're close to them, and our new religion's still up in the air, so I decline.

Bismarck converts to Christianity & Vasselage. Strange...

Building Axemen & Archers & a spare Galley for the southern coast. I also build some walls to reinforce the border towns, like Yaros.

Currency learned, which gives us enough extra trade to bump Science up to 50%! Code of Laws next; we need Courthouses in the border towns.

960 AD: Roosevelt declares war on Bismarck.

Two cities are ready to hit Unhappy, so I revolt to Hereditary Rule.

1000 AD: We've managed to leapfrog to 3rd in score. Not bad, huh?

NOTES:
-Zhou should be a Great Person city. St. Petersburg & Moscow: hammers. The other cities will continue being subpar until they get enough food to farm hammer tiles. I'd recommend either Machinery (for windmills) or Civil Service (for irrigation) next.

-Remember, we're on the defensive until late game. Concentrate on anti-melee and bowmen units. All those City Raider units may have come in handy vs the barbarian city, but they're useless now. Should we disband them or not? The only reason I'd keep them would be to upgrade to uber-City Raider infantrymen later.

-More archers, more axemen. I'd like at least 2-3 archers in Zhou, Yaro, and Moscow. We need axemen to protect our workers when they develop near the borders. I don't want Victoria snagging a pair from us if she declares war!

-As soon as we research Code of Laws, courthouses in the SW. Cities should not be bleeding 8gpt. I'd even whip 2-3 pop to finish them, just remove that bleed!

-Build the Colossus in Moscow next & chop the two wooded hills to do it. We can afford the health drop and it will provide a boost to all our ports.

-Great Scientist will pop in Zhou next turn. I'd recommend making an Academy there. Once we don't need Slavery anymore, Caste System could give us a huge scientist boost, which is just what we need to catch up in the tech race.

Anyway, it was pretty peaceful, hence the lack of pictures.

Methos, you're next.

Methos
Jan 10, 2006, 07:26 AM
Got it....

Methos
Jan 10, 2006, 06:38 PM
Turn 160 (1000 AD)
Methos: It's been so long since I've played this game I've nearly forgotten everything. Looks like its time to review.
Moscow grows: 11
Ptolemy (Great Scientist) born in Zhou

Turn 161 (1010 AD)
Methos: It appears that Zhou is our best science city and has the best potentional of making a lot of commerce. So I use the great scientist to build an Academy in Zhou.
Zhou finishes: Academy
Moscow finishes: Forge
St. Petersburg grows: 8
Christianity has spread: Novgorod
Yekaterinburg finishes: Galley

Turn 162 (1020 AD)
Moscow begins: Settler
Moscow finishes: Settler
Novgorod finishes: Archer
Yaroslavl''s borders expand

Turn 163 (1030 AD)
Moscow begins: Work Boat
Novgorod begins: Axeman
Archer promoted: City Garrison I
Tech learned: Code of Laws
Moscow finishes: Work Boat
Zhou finishes: Archer

Turn 164 (1040 AD)
Research begun: Civil Service
Moscow begins: The Colossus
Zhou begins: Courthouse
Archer promoted: City Garrison I
Zhou grows: 11

Turn 165 (1050 AD)
St. Petersburg grows: 9

Turn 166 (1060 AD)
Methos: We're losing 10 gpt at 50%, so I whip a courthouse in Zhou. It costs 4 pop but we need the gold. Set the city to grow.
Methos: I have to drop our research to 40%.
St. Petersburg finishes: Forge
Judaism has spread: St. Petersburg
Novgorod grows: 9
Zhou finishes: Courthouse
Rostov grows: 4

Turn 167 (1070 AD)
St. Petersburg begins: Courthouse
Zhou begins: Archer
Zhou begins: Archer
Zhou grows: 8
Zhou's borders expand
Yekaterinburg finishes: Barracks

Turn 168 (1080 AD)
Yekaterinburg begins: Courthouse
Methos: Bismark asks us to help him destroy the Mongols. I decline.
Yaroslavl' grows: 6
Yaroslavl' finishes: Walls

Turn 169 (1090 AD)
Yaroslavl' begins: Courthouse
Moscow finishes: The Colossus
Yekaterinburg grows: 4
Hinduism has spread: Yekaterinburg

Turn 170 (1100 AD)
Moscow begins: Market

I knew I should have finished my write up of this one before playing my turnset in a different game. I can't remember where my train of thought went. Sorry. :blush:

Edit: Oh yeah, we do have a settler with no where to go. He is currently resting in Moscow. I had planned on sending him west but our scouting horse noticed the spot had been claimed.

Here's the 1100 AD save (http://www.civfanatics.net/uploads11/DH03_AD-1100.Civ4SavedGame).

Methos
Jan 12, 2006, 04:13 PM
:bump:

Roster:
DeceasedHorse- On Deck
Tamalane
Mike Lemmer
Methos- Just Played
Corbeau- Up

Corbeau: She's yours.

Corbeau
Jan 12, 2006, 04:52 PM
Oh, hey, yeah. Hadn't noticed that. Sorry. :blush:

"Got it."

Corbeau
Jan 12, 2006, 08:37 PM
Okay, I'm a bit pressed for time tonight so this isn't going to be fancy. Not much in the way of kewel stuff.

T0:
Well, the land grab is over. We likely won't be expanding any more until after the revolution. That means that it's buildin' time!

Still, Khan hasn't actually settled on that island near Moscow dispite having a settler there for the past 200 years or so. We do happen to have an unused settler in Moscow. Worth a try. Set Moscow to build a Galley.

T1:
Moscow Galley -> Archer (will replace the Archer that I'll send with our Settler). The English have a galley with a settler onboard in the north. Wonder if they're heading for our island too? Well, they're a non-issue at this point.

T2:
The Mongols on the island are moving around, but haven't settled. Moscow Archer -> Market. Novgorod Axe -> Market (it'll take forever but will pay off nicely). Unload our Settler/Archer.

T3:
Mongols still don't settle. Zhou Archer -> Market (yet another city that can produce uber commerce, and we need all the income we can get). I actually unload this turn, as I misclicked last turn (oops).

T4:
Mongols still don't settle. So I found Yakutsk on the island. It actually will have both the mainland Iron and a clam on the east side on the island to work. It should be a nice fishing village with lots of coast to work. We also notice that the English have Caravels.

T5:
Civil Service is in. I set course for Machinery, which is due in 7. It's nice on its own (Windmills and Watermills - which we should strongly think about using - plus Crossbowmen) but Machinery also leads to optics (whaling boats), guilds (Knights, but primarily Grocers), and Banking (duh ;) ). Revolt to Bureaucracy. Note that at this point we are pulling -12 gpt.

T6:
Our econ improves with Bureaucracy. Even with a new city that's not paying for itself, we are only -2gpt at 50% science.

T7:
Vicky offers Corn in exchange for Clams. I agree, since it doesn't look like it'll tick off anyone we care about. StP starts on an Axe after completing something I forgot to write down.

T8:
Workers do stuff. I've been clearing a bunch of jungle, and am now working on some farming operations via Civil Service.

T9:
Moscow Market -> Horse Archer. Moscow is a powerhouse with Bureaucracy. Plenty of both hammers and commerce. StP Axe -> Axe. Rostov Archer -> Library (we should get a worker up north to chop this). Pop a great scientist at Zhou and move him north towards Moscow. Moscow is currently equalling Zhou in science even without an Academy, so it's a prime candidate.

T10:
Moscow Horse Archer -> Axe. We can get Machinery next turn if we run a temporary -29 gpt deficit. We can afford it, so I've set science up for this turn. Next player should remember to pull it back down once we have Machinery.

So, in total, a quiet turn. We have posession of the isle near Moscow (Khan's Settler and Archer are still there, since they have no way to get off, but they can't settle now). Our economy is also on the road to recovery, and our research should begin to pick up. Which is needed, since we are way behind everyone on tech (yes, even Bismark).

I'm tired, so no fancy pictures. Here's the save:

Corbeau
Jan 15, 2006, 02:37 PM
Roster:
DeceasedHorse - Up
Tamalane- On Deck
Mike Lemmer
Methos
Corbeau - Just Played

Methos
Jan 16, 2006, 07:08 AM
Roster:
DeceasedHorse - Skip
Tamalane- Up
Mike Lemmer- On Deck
Methos
Corbeau - Just Played

According to DeceasedHorse's activity he hasn't been online since the 8th, so IMO we might as well skip him.

@Tamalane: This makes you up.

Talamane
Jan 16, 2006, 04:35 PM
Got... it... Will post late this evening or tomorrow.

Talamane
Jan 17, 2006, 08:26 PM
[0] 1200 AD Things look good. Hit ENTER.

[1] 1210 AD Machinery to compass, for optics. The axemen we were building are now macemen. Some units on goto, will sort it out.

[2] 1220 AD The scientist builds an academy in Moscow. Worker is sent to chop Rostov's library. Science goes to 50% due to deficit.

[3] 1230 AD Score-wise, we are now third, just edging out Mao. Vicky and Mao know Civil Service, so it's time to sell it before they do, and get something out of the slingshot. I trade FDR Civil Service for Feudalism straight up. I trade CS for Compass, Lit, and Monotheism, and 40 gold with Bismarck. For 370 gold, i sell GK Civil Service. Getting these techs just reveals how far ahead Vicky is. Growth for Yakutsk is impossible without a lighthouse, so it gets moved first in the queue.

[4] 1240 AD More worker stuff. Moscow completes mace and starts on a courthouse. St Pete starts a temple. I dont promote the maces and fortify in their respective cities. Yekat starts a forge.

[5] 1250 AD FDR gets dyes for wines. Not crazy about this, but a competitor for Vicky is good for us. Moscow starts a harbor.

[6] 1260 AD Workers clear jungle around Yaraslavl, which goes Confucian. We are slowly getting religion from our trade.

[7] 1270 AD Optics is learned. Whaling boat deployed. Decisions, decisions. What is Vicky researching? Should we try for an astro monopoly? Yes, the AI seems to be beelining for liberalism, paper, education, etc. If you think we should go for guilds, change it.

[8] 1280 AD Hmmm, astro goes from 18 turns to 16. Not good. But it may be just more beakers of ours coming online. I am a bit nervous about this, Vicky and Mao both have horses, so they can build knights.

[9] 1290 AD Vicky founds Islam. Moscow starts duct, and St Pete starts market. Bumping science 10% cuts only 2 turns off astro, so i leave it at 60%, -3 GPT. Rostov gets its chop, lib in 11, i start a workshop so it can get some shields, uhm, hammers.

[10 1300 AD Quiet, eerily so, builder turns.

Methos
Jan 19, 2006, 04:36 PM
I will be gone from Friday afternoon until sometime on Sunday. So please skip me during that time period. I won’t have any computer access during this time. Thanks.

@Mike Lemmer: You're up.

Mike Lemmer
Jan 19, 2006, 06:20 PM
Got it. Will post by Friday.

Mike Lemmer
Jan 19, 2006, 11:40 PM
1310:
Ugh! How did we end up with no cities containing Taoism? No wonder we don't have a state religion yet! I'd hate to make Victoria mad, too...

And why isn't the whale by Rostov improved yet? I make a 1-turn workboat in Moscow to do that.

I also change our tech away from Astronomy. We're not only researching it early, but it will also obsolete our Colossus, destroying almost 20% of our income. I've seen the commerce hit you take when it goes obsolete; it isn't pretty. I research Paper instead:
1. Paper is almost a monopoly tech; Louis is the only person who has it.
2. Paper leads to Education. We can build Universities at half cost; we should take advantage of this.
3. We can then snag Liberalism and its free tech. If we do that, I'd recommend picking up Nationalism, which leads to Military Tradition (Defensive Pacts are great for keeping stronger enemies from attacking you) and Constitution (Representitive government + Philosophical trait = massive specialist bonus). Even if we don't discover it first, Free Religion would be useful for us since we can't decide on a religion to follow.

I also spend a moment to delete a few... extraneous units. Each unit costs us 2/3 of a gold per turn; when we need to increase our tech rate, it isn't worth keeping chariots & some of those catapults around. (Especially when we don't plan on using them.)

1320:
Khan's missionaries spread Buddhism to our lands. Do I want to convert? Nope.

I double-check our specialists and make sure most of them are scientists. Great Engineers & Prophets won't do us much good right now.

1330:
Zzz...

1340:
As some of the buildings complete, I queue up Longbowmen. Our city defenses are not pretty. Time to upgrade.

1350:
Paper learned. Unfortunately, all I can trade it for is Music & Theology. At least I pay Roosevelt 30 gold for his world map. Unfortunately, it's only of his territory. Hmmm, I thought you said Roosevelt had caravels. I save Paper for when Roosevelt discovers Philosophy, the next tech we need. With a little tweaking, I get it down to 9 turns of research.

1360:
Bismarck demands Paper. I refuse.

1370:
Zhou's market gives us enough coin to now run 70% science with no loss! We also hook up a fish & an extra whale which we can use to trade. I trade it to Victoria (who has also learned Education... doh!) for 6 gold a turn.

1380:
Roosevelt asks for Paper in exchange for Theology + 170 gold. I decline.

Genghis demands 140 gold. I decline.

1390:
Zzzz...

Notes:
-We are currently sitting at 70% science with a steady +7g/turn.
I'm upgrading our forces to Longbowmen. Place them at our borders; every border city should have at least 2 Longbowmen guarding it.
-Zhou will pop a Great Person next turn, probably a Great Scientist. We should use it to rush Liberalism before Victoria gets her grubby hands on it. To do that, we need Philosophy first. Try to get it in a trade, probably by trading Education to Washington for it. We're currently 6th in techs so we need to catch up quickly.
-Even if Vicky gets Liberalism first, we should still persue it just for Free Religion. Running Paganism into the Middle Ages is not helping us.

Not many pictures. It's still peaceful, which is just what the Financial civs want. *grumble*

Mike Lemmer
Jan 19, 2006, 11:43 PM
You're up, Corbeau, since Methos is gone for the weekend. Here's the save:

Talamane
Jan 20, 2006, 12:26 AM
Sorry about the astronomy thing. I was going for another monopoly to trade. My bad. I forgot that we had built a real honest to gosh world wonder all by ourselves. :eek:

Mike Lemmer
Jan 20, 2006, 03:09 AM
I've learned Astronomy right after I built Colossus, too. That's why I know how much it stings. I never saw my economy nose dive quite like it.

Talamane
Jan 20, 2006, 04:42 PM
It explains a lot of things. I am pretty sure that is what happened to the econ in RB2c, as well.

One of the things that has been said in the Civ4 SGs and it bears repeating, is how much more communication is required to successfully play a Civ4 SG.

Corbeau
Jan 20, 2006, 10:05 PM
Got it. If we do manage to get the free tech (doubtful, but possible), what do you think we should grab?

Mike Lemmer
Jan 20, 2006, 10:21 PM
Nationhood or Economics. Nationhood leads to Military Tradition (Defensive Pacts until we turn Communist) and leads to Communism itself. Economics provides us with a free Great Merchant, so we could use him to pop another tech. Your choice.

Corbeau
Jan 21, 2006, 05:35 PM
Okay. Sorry in advance for the lack of pictures, but there's really not much that is screenshot worthy in a builder turn like this.

T0:
All is well. Our military is sub-par, but improving. We're about to pop a great person, with another soon to follow. We can get Education a turn faster by spending some money though, so I bump up research.

T1:
We are "pathetic" on tech. Ouch. Rostov Library -> Granary. Yaroslavl' Harbor -> Lighthouse (we'll need to work those coastal tiles eventually if we keep growing). Yekat Harbor -> Longbow (we need it, and there's not a whole lot else to build). We pop our great person at Moscow. It's a Great Merchant. A friggin' Merchant. Not a good sign for the tech hunt. Still, we do need money for unit upgrades. Set course for Boston and profits!

T2:
Quiet turn. Moscow Longbow -> Longbow. St Pete Longbow -> Crossbow. Kong Miao built somewhere else.

T3:
Education is in, and we are now a Renissance people. Pick Printing Press next, but go shopping around for buyers. Unfortunately, anyone who has Philosophy also has Education. Go back and pick Philosophy to research instead.

T4:
Yakutsk Library -> Harbor. Check trade scene again. Only Roosevelt doesn't have Education. He has a few enemies, including Mao. Maybe one of them got Education and traded it around? Ugh. Anyway, I do trade Education for Guilds and Music from Roosevelt.

T5:
Mao tells us to stop trading with Roosevelt. I tell him to shove it. Novgorod Harbor -> University. Yekat Longbow -> Lighthouse. Zhou pops Kepler, a Great Scientist.

T6:
Louis pulls a Mao. I give him the same answer. Yekat Lighthouse -> Crossbow. Philosophy is in. Unfortunately, Kepler is only willing to help us research Printing Press. That probably puts an end to our chances of getting Liberalism first. Oh well. Novgorod needs an Academy anyway. Set course for Liberalism on the research path. It's not too long, so there might be a sliver of hope.

T7:
Vicky wants to trade world maps. Sure. We get to see more of the western side of the continent. It's a cultural mess out there. Funky. However, I also notice that in the trade dialog that Vicky has Liberalism. Sure enough, we get the message on our turn that Vicky is the first to research Liberalism. We have lost the race by roughly four turns. Sorry guys. Moscow Longbow -> Workboat (for our eastern island city). St Pete Crossbow -> University. Set research back to a more reasonable level. On the bright side, our trade mission to Boston completes and we modernize most of our military.

T8:
Khan offers Theology & 130 gold for Guilds. I up the trade by adding Engineering and Drama on Khan's side, and Education on ours. He agrees to the trade. Kepler builds an Academy at Novgorod.

T9:
We start on some major education upgrades. Moscow Workboat -> University. Rostov Granary -> University. Yaroslavl' Lighthouse -> University.

T10:
Mao wants Education for free. Um, no. Yekat Longbow -> Library. Yakutsk Harbor -> University.

Liberalism (and Free Religion) is due next turn for a temporary -23 gpt deficit. I suggesting Printing Press and Replacable Parts as our next research targets, as we'll be able to make use of every single bonus they provide. In terms of stats, our power has improved significantly but is still unremarkable (we're now 5th out of 8, I think). We aren't first in any category, but we are 2nd in population and 3rd in GNP.

We should probably discuss how we want to handle the rest of the game. I doubt we'll be attacked, but we should worry about being outteched too badly by Vicky and Roosevelt. I assume that we are going to head for Cossacks and Communism, then get ready to take a chunk out of Vicky. If we can conquer her territory and make it productive, we'll have a massive (probably winning) advantage.

The save:

Corbeau
Jan 23, 2006, 06:22 PM
DH? I believe that you're up, or if you need a skip then Talamaine is up.

Methos
Jan 23, 2006, 06:59 PM
DH hasn't been online since the 17th, so we might as well skip him again.

@Talamaine: You're up.

Talamane
Jan 23, 2006, 08:26 PM
Got it. Play/post tomorrow.

Methos
Jan 23, 2006, 08:54 PM
I just noticed that the last time DeceasedHorse posted in this thread was on Jan. 5th in post #98. That's odd.

Talamane
Jan 24, 2006, 06:44 PM
[0] 1500 AD Looks good.

[1] 1505 AD Liberalism comes in. Revolt to free religion to boost science. FDR wants a 100 gold in addition to philosophy for banking. Hmmm. If he doesnt have liberalism, then i could sell it back, and perhaps get another tech. FDR is probably beelining for demo, so he can build the SoL. Louis appears to trying to get a great merchant via economics. OK, FDR gets philosophy + 100 gold for banking. Sell education to Mao for 390 gold. Start on printing press.

[2] 1510 AD I futz around with worker automation in the cities. St Pete is unchanged and is set for GPs. Moscow completes in uni in 3 and will go back to coins. Novgorod is put on food. Yaraslavl is put on food for 2 turns until it grows, then back to hammers to finish its univ. Science is set 70% with a small loss. Once Moscow's uni is online, will burn up the money we made from the trade with GK.

[3] 1515 AD Khan asks us to piss off our super powerful neighbor by cancelling deals with her. Not likely. Yakutsk's placement is really bad. It's probably because of GK's infernal units, but it has a 3 tile overlap with Moscow and is on a grass tile rather than the plain. Oh, well.

[4] 1520 AD zzzzz.

[5] 1525 AD Descartes is born in St Pete. After PP completes, i will check to see what tech he can research, and if its not something good, he will build an academy in St Pete.

[6] 1530 AD Yekaterinburg finishes it lib, and starts a uni. Moscow starts a bank. Zhou on hammers, lighthouse in 5 turns.

[7] 1535 AD FDR builds Versailles. Load some workers on the galley to put a workshop down for Yakutsk.

[8] 1540 AD We get printing press, start on replaceable parts, and Descartes wants to give us astronomy. He builds an academy in St Pete.

[9] 1545 AD Our lands will be difficult to defend--two workers have been roading a lot of tiles, so our cossacks can move quickly.

[10] 1550 AD Bismarck is not long for this world, as GK has declared on him.

We need to decide where to build H Epic and N Epic. Moscow looks good for H Epic, since it has the most hammer production, but 50% of this is due to bureaucracy. I concentrated on banks and univs. We may want to hold off building Heroic until we decide where to put Ironworks. Yekaterinburg has the potential to be our best hammer producer once its farms are enhanced with biology. At size 9, it ties with St Pete on hammers. I started another farm on its irrigation chain.

I just realized that coastal cities do not need as many cottages as inland cities, since the coastal tiles produce commerce. Duh.

Corbeau
Jan 24, 2006, 07:00 PM
Yakutsk does overlap three tiles, but it also nabs the wasted Iron mine and a wasted mainland grassland. Net, it would have only gained ocean tiles by moving to the east and would have lost the chance to work the Iron mine. Unlike a normal fishing village, Yakutsk has production capability. This can be used early for building infrastructure, and could be used later to build naval or air units.

Roster:
DeceasedHorse (skipped)
Tamalane (just played)
Mike Lemmer (up)
Methos (on deck)
Corbeau

Mike Lemmer
Jan 24, 2006, 07:59 PM
I'll have a report up Thursday night.

Talamane
Jan 24, 2006, 09:20 PM
@Corbeau
Duh, i am going stupider as i get older. You dont get smarter, you just get slower. No wonder it built the university so fast. Once it had grown to the point where a citizen could work the iron...

Mike Lemmer
Jan 25, 2006, 01:39 AM
1555:
Zzz...

1560:
-Tweak gathering for max food/growth.
-Build Theatre at Yaroslavl to combat Canterbury's borders.

1565:
-Washington demands Liberalism. I refuse.

1570:
-Khan captures one of Bismarck's cities. Things are looking bad for him.

1575:
Replaceable Parts learned. Researching Economics next for extra trade routes.


1580:
Zzz...

1585:
Zzz...

1590:
-Victoria declares war on us!
-I enlist Louis's aid by giving him the Printing Press.
-I trade Liberalism, the World Map & 40 gold to Roosevelt for Gunpowder.
-I rush a Longbowman in Rostov to try & save it from the stack of Knights coming towards it.
-Victoria seems to be hitting the northern cities hardest. I prepare a razing group to the south.

1595:
-Economics learned. Researching Nationalism next. We could really use Nationhood right now!
-Victoria's attack force vs. Moscow is destroyed before they can even touch our horses. I moved my men to the wooded hill to flush them into the open and whalloped them.

Notes:
-We're low on Pikemen & Knights. Go easy on the Macemen; Victoria's up to Musketeers now.
-Researching Military Tradition will give us access to Coassacks & Defensive Pacts.
-I've whipped enough Longbowmen at Rostov to hold off the English for a bit. It needs more defenses to withstand the Knights, though. Move the Galley by Moscow to pick up a Longbowmen & a Pikeman. Deliver them to Rostov while Moscow cranks out more defenses.
-Revolt to Theocracy/Free Market when you have a chance.

Corbeau, the fate of the State is in your hands...

Mike Lemmer
Jan 25, 2006, 01:45 AM
What awaits you:

http://www.public.iastate.edu/~mikelem/civ4/sg/iron/rostovknights.jpg

The save:

Methos
Jan 25, 2006, 06:42 AM
Roster:
DeceasedHorse- MIA
Tamalane
Mike Lemmer- Just Played
Methos- Up
Corbeau- On Deck

Got it.

Mike Lemmer
Jan 25, 2006, 11:04 AM
Sorry Methos. Thought you were away for the weekend or something.

Methos
Jan 25, 2006, 03:51 PM
Sorry Methos. Thought you were away for the weekend or something.

No problem, and that was last weekend. Hopefully I'll be able to get to this one tonight.

Talamane
Jan 25, 2006, 04:27 PM
Not suprising. Methinks Soren put a "dont let the human get cavalry (or cossacks) without a war" rule in the AI.

Methos
Jan 25, 2006, 05:44 PM
Turn 230 (1600 AD)
Methos: Do a little MM'ing with the citizens.
Moscow finishes: Longbowman
St. Petersburg finishes: Pikeman
Rostov finishes: Longbowman
Yekaterinburg finishes: Pikeman
Yakutsk's borders expand

Turn 231 (1605 AD)
Longbowman promoted: City Garrison II
Longbowman promoted: City Garrison I
Moscow finishes: Grocer
St. Petersburg grows: 16
St. Petersburg finishes: Bank
Novgorod grows: 14
Crossbowman loses to: English Musketman (5.94/9)
Horse Archer loses to: English Longbowman (1.20/6)
Knight loses to: English Crossbowman (6.00/6)

Turn 232 (1610 AD)
Moscow begins: Knight
St. Petersburg begins: Knight
Zhou finishes: Longbowman
Yaroslavl' grows: 13
Yaroslavl' finishes: Pikeman
Yekaterinburg finishes: Aqueduct
Longbowman defeats (5.22/6): English Catapult
Axeman loses to: English Knight (8.60/10)
Longbowman defeats (3.48/6): English Knight
Longbowman loses to: English Knight (4.30/10)
Longbowman defeats (1.68/6): English Knight
Maceman defeats (4.96/8): English Crossbowman
Axeman loses to: English Longbowman (3.60/6)
Maceman defeats (1.36/8): English Longbowman

Turn 233 (1615 AD)
Zhou begins: Knight
Yaroslavl' begins: Knight
Yekaterinburg begins: Knight
Longbowman defeats (1.32/6): English Knight
Longbowman promoted: City Garrison II
Longbowman promoted: City Garrison I
Maceman promoted: Combat II
Pikeman promoted: Combat I
Longbowman promoted: City Garrison I
Methos: Switching from longbowmen to knights. I believe we need to start going on the defensive. Preferrably the pillaging route.
Tech learned: Nationalism
Rostov grows: 6
Yakutsk grows: 7
Maceman loses to: English Musketman (5.76/9)

Turn 234 (1620 AD)
Research begun: Rifling
Longbowman promoted: City Garrison I
Moscow finishes: Knight
Yekaterinburg grows: 12

Turn 235 (1625 AD)
Moscow begins: Musketman
Knight promoted: Combat I
Catapult loses to: English Longbowman (6.00/6)

Well guys, things are not looking good for us. All of our horse resources have been pillaged, so do not change any of the knight builds. We have English musketmen and knights roaming are lands pillaging at will.

One suggestion is to start sending our own pillaging forces out. If we start pillaging English lands there’s a good chance she’ll turn and go after those units. We need to take the focus away from our interior.

I tried getting other neighbors to join our little party, but no one was willing. Louis XIV is currently helping us but is so far away he’s doing no good.

BTW I only played five turns and that’s good enough for me. Good luck!

Here’s the 1625 AD save (http://www.civfanatics.net/uploads11/DH03_AD-1625.Civ4SavedGame).

Roster:
DeceasedHorse- MIA
Tamalane- On Deck
Mike Lemmer
Methos- Just Played
Corbeau- Up

Corbeau
Jan 27, 2006, 10:38 AM
Ack. Not good. I can't deal with this game at the moment though, as I have a paper that badly needs to be written. I could probably play monday afternoon, or you could skip me.

Methos
Jan 27, 2006, 03:10 PM
Roster:
DeceasedHorse- MIA
Tamalane- Up
Mike Lemmer
Methos- Just Played
Corbeau- Skip/Swap

No problem. If Tamalane can take it over the weekend you two can just swap.

@Tamalane: She's yours.

Talamane
Jan 27, 2006, 05:06 PM
OK. Got it. Will play/post tomorrow.

Talamane
Jan 28, 2006, 01:38 PM
[0] 1625 AD I pillage a windmill with the swordsmen. Move pike and mace to cottage tile near Warwick.

[1] 1630 AD Novgorod has very little hammers and no courthouse, so courthouse it is. MM it to make hammers. English musket dies attacking Moscow. English catapult retreats towards Cantebury. Attack knight with pike in St Pete and win. Move knight to cover him. English musket kills mace. Sword weakens English knight near Yaroslavl, suicide catapult dies but weakens it severely. Longbowman kills it without a scratch. Pike pillage cottages. Move two remaining swords towards catapult. Move workers to reconnect horses. Move longbow and pike to horse tile near Moscow. Moving caravel to Rostov to bottle up possible English navy. Vicky is nearly landlocked and has only fishing villages on the northern coast.

[2] 1635 AD St Pete cat suicides on last trespassing musket, and longbow dies attacking it. Second longbow kills the musket and our lands are free of the English swine. Pike finishes off cottage. Sword pillages farm, and moves towards windmill near Cantebury. English catapults retreat. Yaroslavl is starving, so workers rebuild the farm pillaged by the English terrorists. Vicky has redcoats and that is not good news. Why on earth are we not researching Mil Tradition? Switch to MT.

[3] 1640 AD Muskets finish. A quiet turn for the war.

[4] 1645 AD Redcoat kills our sword near Cantebury. Sword pillages windmill near Cantebury. Galley pillages English crab boat. Vicky was annoyed, now she is furious. I think (but have no way of knowing) that Louis is beginning to give her trouble. Horses are hooked up, and are well protected. Knights to complete in one turn in St Pete, Yaketerinburg, and Moscow in 3. Whip courthouse in Novgorod.

[5] 1650 AD Our last sword gallantly defeats a musket, and nearly kills a longbow in defending his right to pillage English property. English knight suicides on garrisoned Rostov longbow. Long live Mother Russia! Mao wants us to stop trading with FDR. He is now annoyed. Vicky's artwork changes, so she is in the industrial age.

[6] 1655 AD A great scientist is born in Zhou, send him to Yaro to build an academy. Two redcoats kill both the Yaro knights defending a rebuilt farm. Vicky is now focused on Yaro. I suppose she is tired of wearing just grey.

[7] 1660 AD Moscow starts a knight that will be a cossack. Long live Mother Russia! In two turns cossacks will be building in three cities. Once more however, English swine are in our lands. Retreat the pillagers near Oxford. Nothing to be done with the redcoats near Yaro until the cossacks arrive. Starting on rifling, then chemistry for grenadiers and frigates. Zhou is unhappy, i break out the whip and cossack due in one. In Civ3, cossacks were one of the best units a human player could have. We will see how that bears out in Civ4.

[8] 1665 AD Zhou finishes its cossack, who kills the English knight threatening towns near Zhou. Long Live Mother Russia!

[9] 1670 AD St Pete completes its 'duct, and starts on guess what. Cossack garrisons in Yaro on its last turn of move. So fast! Trade MT for Constitution, WM, and 10 gold from FDR. Trade MT for 540 gold from Louis, hoping he can inflict more damage to Vicky. Trying to deny Vicky trading opportunities, i also sell GK banking for 210 gold, weedy, but he is now pleased.

[10]1675 AD The Yaro redcoats do not move, so i will wait for more of our fearless cossacks to reinforce our position near Yaro before ridding our lands of them. As they are built, consider promoting them to combat 1, so they can get pinch when they get a win. I dont know if it within the variant rules, but we could revolt to theocracy and get pinch when they are built. The diplomatic, economic, and variant implications kept me from doing so. Now that we are making cossacks, expect Soren to have Louis make peace with Vicky, so she can flood us with redcoats.

Mike Lemmer
Jan 28, 2006, 11:21 PM
Techs Learned:
Rifling, Corporation, Chemistry

Status:
Continued to crank out Cossacks like mad, with a few Caravels on the side (Victoria's fleets eradicated our naval power.)

We currently have no English units in our territory. We have two razing squads in her territory, with a third on the way. her roads to our territory have been razed, along with many farms & cottages.

http://www.public.iastate.edu/~mikelem/civ4/sg/iron/damage1.jpg

http://www.public.iastate.edu/~mikelem/civ4/sg/iron/damage2.jpg

Built the Heroic Epic in Moscow (finally). Hello, 2-turn Cossacks!

Researching Astronomy next. I know it'll obsolete our Colossus, but we need better ships & the Observatory bonus.

After seeing Victoria capture a city (that isn't ours), I noticed Mao Zedong is at war with Victoria as well. Mao wanted to give us Marble for our Iron; I accepted, since it'll make things harder for Victoria.

Victoria will now speak to us, but she demands one of our cities for peace. Pillage her lands until she learns better; between us & Mao, she can't last long.

Switched to Representation & Free Market, which will increase our commerce & research rate. It shouldn't hurt our Happiness rate.

Recommended next research:
Steam Power -> Assembly Line (factories, infantry & pre-req to Fascism)
Or, if you feel lucky, Scientific Method -> Physics for a Great Scientist.

Methos
Jan 29, 2006, 12:59 AM
Roster:
DeceasedHorse- MIA
Tamalane
Mike Lemmer- Just Played
Methos- Up
Corbeau- On Deck

Got it.

Corbeau
Jan 29, 2006, 12:47 PM
Looking up! Just remember that we can't actually capture Vicky's cities before we have our civics lined up.

Methos
Jan 31, 2006, 04:15 PM
Wow! Sure is a lot of wars going on. Mao is at war with both Roosevelt and Victoria. Victoria is at war with Mao and us. Genghis and Fredrick are duking it out. Jeez, this must be the dark times of our world.

At one point we do manage to take one of England’s sources of Iron. Before it can be pillaged our units are destroyed.

We need to end this war. I believe that due to following the variant rules this war will be hard to end. Since we can’t take any cities its hard to force Vicky to accept peace. The unhappiness from the war is really starting to take its toll.

I chose going the Steam Power route as we need to focus on getting to our desired civics.

I didn't play my full turns. I think I played six.

Here’s the 1760 AD save (http://www.civfanatics.net/uploads11/DH03_AD-1760.Civ4SavedGame).

Roster:
DeceasedHorse- MIA
Tamalane- On Deck
Mike Lemmer
Methos- Just Played
Corbeau- Up

Corbeau
Jan 31, 2006, 06:16 PM
Got it. I'll probably play just enough turns to get us back on schedule, but I'll see what I can do about peace with vicky.

Methos
Jan 31, 2006, 06:47 PM
I checked every turn and she wouldn't budge. I even attempted to get anyone else to stop trading with her. Most everyone else either are not trading with her or wouldn't even discuss it.

Corbeau
Jan 31, 2006, 07:14 PM
I lied. I played my full ten turns. There's not a whole lot going on, mostly building. Some highlights:

1) Theatres are going up around the nation to combat war weariness.

2) The budget for culture is at 20%, for the same re