View Full Version : RBDL1 - Cossack Charge - Monarch/Emperor


T-hawk
Jun 03, 2002, 11:19 AM
So, since I've been waiting ages for a spot to open up in a good game here, and missed getting into Sullla's Emperor game, I'll try starting one.

I've lurked at Realms Beyond and the Lurker Lounge for ages, hence the game name. Any other RBD/LL regulars/lurkers are especially encouraged to join, but anyone good at the game is welcome. This is the first SG I've played, but I've been reading the RBD ones since they started.

We'll play as the Russians and seek to take advantage of the Cossack. The variant is this, fairly simple:

1. Once we enter the Middle Ages, we beeline for Military Tradition and do not research anything that isn't on the path. (Trading for other tech is fine.)

2. We may not build more Tanks than we have Cossacks. (Mech Inf and Modern Armor are unrestricted.)

Other standard RBD SG rules: no RoP exploiting, no extended Goto orders, no worker automation, etc.

Civ - Russia
Map - Standard size, Pangaea, other factors random
Barbarians - Restless
Difficulty - Monarch
Victory options - All available

36 hours to post "Got it", 48 to play & post from that time. 30 / 20 turns to start, 10 after the first two. Once per player, take an extension to 15 turns if you need.

Signups are open, go for it :)

FINAL UPDATE:

Roster:
T-hawk
God
Jersey Joe
Exsanguination
Kevinicus
ChrTh

I'm prepared for the roster to be flexible over time. So these rules: anyone not heard from for 21 days will be considered dropped, and the roster will be open for new signups anytime the roster drops to four or fewer active players.

Game has started!

Sullla
Jun 03, 2002, 12:08 PM
Sorry you didn't get into my game T-hawk, but I can only have so many spots. :D Best of luck with this game, though!

(BTW, are you playing in the Realms Beyond Epics? Just curious, is all :))

God
Jun 03, 2002, 12:17 PM
I'll play on Monarch, if its possible. Don't want to play a complete emperor game as SG, because I don't want to ruin it for the rest of the group.

Jersey Joe
Jun 05, 2002, 08:20 AM
Originally posted by T-hawk

2. We may not build more Tanks than we have Cossacks. (Mech Inf and Modern Armor are unrestricted.)


How exactly do you envision that working? If, for example, at the beginning of a turn the Russians have 45 tanks and 50 cossacks with 5 tanks being built What happens if 10 cossacks get killed and now it is 45 tanks and 40 cossacks.
Do you have to stop building the tanks?
Do you have to change 5 of the cities building tanks to building cossacks?
In the above example, what if instead of 10 cossacks killed it was 6 cossacks giving you 45 tanks & 44 cossacks. Would you have to change 3 of the cities from tanks to cossacks?
If you have to change cities from tanks to cossacks is it the cities which will first complete the cossacks, even at the lose of shields?

If the count for tanks and cossacks includes those being built, what if I put every "super corrupt", nonproductive 1 shield city building cossacks?

T-hawk
Jun 05, 2002, 09:10 AM
A tank may not be begun or switched to if we have more tanks, including those in production, than active cossacks, excluding those in production. If we notice a violation, a tank in production should be switched off. So in both of your examples, switch everything off tanks (even if it means losing shields -- but you can switch to something else, doesn't have to be a cossack.) Don't sweat it too much; if we accidentally build an extra tank or two, or if casualties during the AI turn put us in violation during our next-turn builds, that's okay. It's the spirit of the rule that counts.

Still looking for players; if we don't see any more by the weekend I'll close it down. Monarch is fine, don't want to scare anybody away. :)

Sullla: Yeah, I'm doing the Epics, or at least hope to finish it by Monday. :eek:

Jersey Joe
Jun 05, 2002, 10:25 AM
Guess I should have mentioned in my previous post that you can sign me up.
Originally posted by T-hawk
It's the spirit of the rule that counts.
I like that philosophy :goodjob: I only asked about that rule because I saw the potential for abuse.

What about requiring that the first techs we research in ancient times are those that get us horseback riding?

Exsanguination
Jun 05, 2002, 08:43 PM
this sounds interesting, sign me up.

Be forewarned: I've only played one Monarch game (in progress ;)), and have never played the Russians. Count me out if you want, but I would like to give it a stab.

T-hawk
Jun 06, 2002, 09:17 AM
See the first post for an update.

Hey Joe, whereabouts in Jersey are you? I'm in Hoboken, in fact.

As for your other suggestion -- it's not a rule (doesn't have anything to do with cossacks), but you can do it on your turn if you like :)

Jersey Joe
Jun 07, 2002, 06:47 AM
I have no preference on order.

I am in Montville.

Kevinicus
Jun 09, 2002, 01:07 AM
Can I play too? :o

T-hawk
Jun 10, 2002, 02:19 PM
That's five. I'll start it as soon as I finish the Realms Beyond epic (which should be tonight); may not get to it till tomorrow.

T-hawk
Jun 11, 2002, 07:43 PM
Something just came up; I won't get to play until real late tonight if at all (tomorrow for sure). But here's a peek at the start position:

http://www.civfanatics.net/uploads/rbdl1-4000bc.jpg

Remember that wines give an extra food! This looks SUPER promising.

Exsanguination
Jun 12, 2002, 08:50 AM
wow, that's an AWESOME starting position. *pray for iron works*

ChrTh
Jun 12, 2002, 10:21 AM
Is there room for one more in this one? If so, let me know and I'll join in.

T-hawk
Jun 12, 2002, 10:44 PM
Here we go!

4000 BC: Scout finds a hut 2 tiles SE of the start position, gets Warrior Code! There's also two Flood Plains tiles over here! Set research to Iron Working; it's usually good to research a second-level tech to trade for other civs' first-level tech.

Found Moscow where it stands. Worker to start irrigating the cow.

3750 BC: Moscow builds Scout, starts another. First Scout pops another hut and gets Ceremonial Burial!

3550 BC: Another hut gives us Mysticism! We find the Germans to the south. They don't have any tech that we lack!

3450 BC: Contact India to the west. They have Alphabet... and a WORKER! That's ridiculously valuable to get this early. Trade them Mysticism (useless) and Warrior Code (don't expect early war, especially not against India) for Alphabet, a Worker, and their 10 gold. Switch Moscow from the shield grass tile to the forest, since it needs 6 food to grow, two turns of +3 surplus will do it.

3400: Hut to the north pops a warrior. Moscow to size 3, raise the lux. Three scouts exploring now; Moscow is building a granary. This may seem crazy, but follow along...

3150 BC: Granary is 19 shields away from completion. Pop rush it. Check out the math of this: it converts 10 food (by having it in place before Moscow grows again) to 19 shields, and will pay back its 10 food in another five turns. Moscow can take the unhappiness for a bit; wines are hooked up thanks to the Indian worker, and it'll build one warrior for MP duty. Moscow should now produce EVERY settler for our empire.

China calls us up, and offers Masonry for Mysticism + 6 gold. I'll take it. That puts us quite short on gold.

3050: Meet France to the west. They don't have any tech we lack either. Trade them Warrior Code (since everyone else has it now) for their 13 gold.

2950 (turn 21): Meet an English scout to the south.

2750 (turn 25): Settler built, heads west to claim the incense.

2670 (turn 27): We research Iron Working. There's iron just OUTSIDE Moscow's 21-tile radius. No Iron Works :(

China has a worker to trade. Iron Working is all we have to trade them, but it's worth it; workers are just so good to have early. Also take their 13 gold.

2550: Found St. Petersburg. It's not in the most fertile land, but I wanted to make darn sure to claim the incense before India did. It does have a bunch of 2-food freshwater squares.

Also, our scouts find two more huts, for The Wheel and Horseback Riding!

I took the liberty of plotting out a dot-map.

http://www.civfanatics.net/uploads/RBDL1-2550BC.jpg

Purple stars are the highest priority, awesome city locations. Blue stars are good locations too. Red stars are filler cities at low priority. The white stars are to claim luxury resources; not important immediately, but go for it if it looks like an AI settler is heading there.

I'm not sure if God is still checking the thread. If we don't hear from him sometime on Thursday, Jersey Joe can take it and let God get in next or whenever he's around.

GOD << UP NOW
Jersey Joe << STAND BY

T-hawk
Jun 12, 2002, 10:52 PM
Here's a link to the save:

http://www.civfanatics.net/uploads/RBDL1-2550BC.zip

BTW, ChrTh, you're in.

Currently researching Writing at max, and we're at least two techs ahead of every AI we've met.

As for Moscow - the word of the day is micromanage! Moscow can crank a settler every 6 turns if you micromanage it. It needs to run 4 food surplus for one turn, then 3 for two turns to grow without any food waste; then do that cycle again and it'll pop the settler. Only Moscow should be producing any settlers at all; every other city should get military and warriors going. One of the high-food flood plains cities - probably the first purple star that has a settler right next to it now - should probably make a bunch of workers.

Next player take 20 turns, then 10 each after that.

Exsanguination
Jun 13, 2002, 11:46 AM
I'm no pro, this is just my opinion - shouldn't we build our next city in a fertile, productive spot so as to get a good core going? We already basically lost a city to the incense (good call, BTW) - the incense will help but that city looks pretty useless otherwise. So, if we built our 3rd city near the flood plains, in the desert, thats 2 cities pretty much gone. I may be wrong, if any vets are reading this correct me if need be.

EDIT: looking at the dot map, a city built directly one-tile west of the purple square to the north (in the mountains, near the iron/horses) would be prime. We could hook up horses immediately, expand to get iron, AND it would be "optimally placed" (no overlap or unworked tiles).

God
Jun 13, 2002, 11:56 AM
I've got it. Will play this evening most likely.

I've played monarch games before, and IMO building our first city for a luxury wasn't the best idea.

I think we should waited for our 3rd or 4th city. But looking at the Indians being very close to the luxuries, it may have been a good idea.

We'll see how this affects us later in the game.

I think the next city to go for is on the jungle south of Moscow.

I will have to lower the research for Writing because soon we will start to lose units.

T-hawk
Jun 13, 2002, 12:26 PM
As for money, keep checking the AIs and sell them some tech whenever they get up to 15-20 gold in the bank. That's what I was doing, at least. Plus we'll be multiplying like rabbits now and founding cities. If we stick to the Moscow settler plan, I guarantee you we'll have close to double any AI's city count by AD times.

St. Petersburg isn't useless at all. Those water tiles are fresh water (two food) -- it can reach size 9 before railroads. It'll be a great commerce generator, plus it can poprush stuff if necessary. (So can any floodplains city, especially with two lux coming online early to cover the unhappiness.) Or it could be a worker factory. I forgot to mention this - I'd rather have a Library (we're scientific) than the temple there, so see if we can get Literature before the temple completes and switch.

Looking at it now, I agree the flood plains location probably isn't that great. I sent the settler there first because there was a road going that way, and it might help block India. Both other purple stars are probably more important - both are on rivers and get the horses after expansion. Northeast mountains purple could be one W, but that takes it off the river, and cuts down on Iron Works chances. North purple could also be one W for less overlap, but that would take it off the coast (we need at least one good coastal city.) I'd found the current settler on West Purple anyway, since Moscow will make another in 6 turns.

Blue star south as God mentioned is good too; it may help block Germany, and it's got two or three shield grasslands although not on a river. It could also be a square S or SW so as to not overlap Moscow.

I'll shut up now and let some of you play instead of trying to run the whole thing :)

God
Jun 15, 2002, 09:14 PM
Blast it. I'll get the game in tommorow. I'm having exams this week and next, and have been studying and posting a bit on Civfanatics.

Jersey Joe
Jun 15, 2002, 10:30 PM
Just looking at the screenshot that is posted, I think that the next 2 cities should be the purple stars North and east of Moscow. This will lock up horses and iron for us.

Exsanguination, the shown locations of those 2 purple stars are very nicely placed. With border expansion because of the position of those 2 stars and Moscow the Iron and Horses should be in our borders when the the 2 cities are built.

Also it appears that both of those locations are on a river so no aqueduct is needed.

With respect to some of the other stars I could see slightly different locations, moslty tighter packing of the cities.

God
Jun 16, 2002, 08:20 AM
2510: Lower tech rate. We're losing cash.
2470: Kiev established. Starts a warrior
2350: Settler completed in Moscow. Start another one.
2270 BC: A barbarian warrior approaches Moscow. Our worker flees. Incense is hooked up. Time to get high!
2230: Minsk built. Starts a warrior.
2190: Another barb warrior approaches. The first one is ready to fight.
2150: Victory is ours! We win the battle but no promotion.

We should go for the blue star NW of Moscow and the purple NE of Moscow.

Ignore the green blob. I was screwing around.
http://www.civfanatics.net/uploads/55.jpg

God
Jun 16, 2002, 08:22 AM
Ok its a blue blob.

And here's the save.

Jersey Joe
Jun 16, 2002, 08:43 AM
got it

Jersey Joe
Jun 17, 2002, 12:57 PM
2150BC preturn - change citizen in Moscow from worknig in woods to flood plan, growth in 1 turn.

2110BC settler outfitted in MOscow sets out with warrior escort to claim iron.

2030BC Warrior and settler spot barbarian camp next to future site of Smolensk.
(I) German archer destroys barb camp robbing us of 25 gold. :(

1950BC Smolensk founded.

1725BC Destroy a barb camp + 25 gold.

1700BC Odessa founded. Bismark gives us a worker for contact with the French.

1550BC Embassies in Germany & England established.

1525BC Buy a worker from France for Horseback Riding.

1550BC Sevaserpol founded next to Dyes. Founding revels a German settler/warrior pair. Embassy established with China.

-----------------------------------------------------------------------------
There is a settler standing at a spot where I think we should build a city. It will lock up the area between Moscow and the dyes.

India built a city to the North, we should consider getting a city to lock up the silk in the north.

Here it is: Cossacks (http://www.civfanatics.net/uploads/RBDL1-1500BC.zip)

T-hawk
Jun 17, 2002, 02:27 PM
Looking good. Nice micromanage on the first turn; that has to be kept up to keep producing settlers at peak efficiency, every 6 turns.

T-hawk
God
Jersey Joe
EXSANGUINATION << UP NOW
Kevinicus << ON DECK
ChrTh

Jersey Joe
Jun 17, 2002, 05:45 PM
Moscow MM wasnt hard just watch for 1 turn before you produce settler and switch.

I dd not mention it but road to iron was finished and working our way to horses.

Kevinicus
Jun 18, 2002, 05:14 AM
w00t! On deck! OH ya..

Exsanguination
Jun 18, 2002, 01:36 PM
got it

Exsanguination
Jun 22, 2002, 02:58 PM
0 - science moved up, literature in 10

1 - movement (what does MMWM mean?)

2 - movement

3 - movement

4 - Tblisi founded. German warrior/settler seen. Barb camp next to Tblisi... whoops. Sci slider moved back, still 5 turns till literature.

5 - Settler produced out of Moscow. Aiming for far north silks in a nice spot, though far away. Chinese ask for alliance vs. French, no way.
Trades - Math to England for Map Making, WM, 23 gold.
Math to Germany for WM, 2 gold
Math, WM to China for Polytheism, TM
Math to India for WM, 25 gold
Screw France.
Mathematics depreciated faster than I expected, I hoped to get Polytheism for Math from the Chinese... oh well.

6 - movement

7 - movement

8 - movement

9 - We discover Literature. Work on Code of Laws - 9 turns.

10 - Moscow produces spearman, starts settler. Will grow to 4 before settler is built. Barb camp unsuccessfully battled. Tblisi left undefended - slight problem.

Summary - watch out for barbs. Are they raging? They are reproducing like mad. Our lone settler is going north for the silks, but on the last turn I found a barb. A German archer is up there, so wait a couple turns so he can destroy the camp. Also, we're on an island (duh), and there is lots of good, fertile land to our north and southwest, hint hint. Not much happened, good luck.

Exsanguination
Jun 22, 2002, 02:59 PM
and the savegame:

Kevinicus
Jun 22, 2002, 05:09 PM
Ok, will do a.s.a.p on Sunday!

T-hawk
Jun 22, 2002, 10:04 PM
Barbs are set to restless, so we will be seeing a few of them, as you discovered. :lol:

I haven't looked at the save, but if sacking of Tblisi is imminent and unavoidable, you'd do well to spend or trade away all of our gold first.

"MMW" means, or at least has meant in the past, Massive Movement of Workers. Not sure where the last M came from, or if it's a different acronym altogether? :confused:

Kevinicus
Jun 23, 2002, 03:58 AM
1225-Kevinicus Founded :egypt:
1200-French sign peace treaty with Chinese
1175-///////
1150-///////
1125-//////
1100-//////
1075-Code of laws learnt. Now construction.
1050-//////
1025-//////
1000-/////
975-//////
950-/////
925-Chickalacxetalop founded
900-/////
875-////

ChrTh
Jun 23, 2002, 05:15 AM
Got it, will be playing and posting today (within the next 7 hours of this post time).

Exsanguination
Jun 23, 2002, 06:48 AM
Tblisi should be safe - Kevinicus, did anything happen to it during your turn?

ChrTh
Jun 23, 2002, 06:53 AM
Turn 0 -- 875 BC
I review the situation
I switch Worker outside St. Pete's from Mining to Irrigation
I foresee my turn being very quick...
I get Philosophy and WM from Joan for Polytheism (she was the only one who didn't have it).
I cancel a couple other Worker orders

Turn 1 -- 850 BC
I change Minsk to Settler, we need them more than we need a library at this point.
I change Kiev to a Settler as well...Kiev's going to have lousy Production for awhile
I change Odessa to Settler....I want to grab those Silks before the Indians do.

I raise Science to 90%...Construction in 4 turns at 0 gpt.

Turn 2 -- 825 BC
Minsk completes Settler, begins Temple
Ditto Odessa
Chrthilvania is built.

Turn 3 -- 800 BC
Luxuries raised to 10%. Entertainer fired in Kiev.

Turn 4 -- 775 BC
We need more workers...I change Kevinicus to Worker.
Science dropped to 50%...Construction in 2..never mind, Science to 90%, Construction in 1.

Turn 5 -- 750 BC
Construction learned, I start Monarchy. We need OUT of Despotism.
St. Pete's finishes Temple, begins Worker
Chrthilvania is about to be sacked...I establish embassies with France and India to burn off gold.

Turn 6 -- 730 BC
Kevinicus builds Worker, begins work on Temple

Turn 7 -- 710 BC
Bismarck demands Literature...we'd get destroyed if we fought him so I give it to him.
Chrthilvania sacked...lost 3 gold...sacked again...lost 3 gold
Kiev produces Settler begins Temple
Moscow about to riot, I raise Luxuries to 20% and lower science to 60%...we won't get Monarchy for 18 turns.

Turn 8 -- 690 BC
Chrthilvania sacked again...2 gold this time. Germans have built Hannover south of it, though, so no more barbs should bother us.


Turn 9 -- 670 BC
Chick finishes Warrior, begins Worker
I change Odessa to Settler.
North Chrth is built in Primo location. Orders up Warrior...although he may be sacked in a second (unless the German Archer saves us)

Turn 10 -- 650 BC
German Archer saves us :)
Chrthland is built--Warrior ordered


Ok, Settler is heading towards hill in Jungle.
A couple things:
We need Workers...we're almost out of Settler space, but we should pump as many as we can. We have too much Infrastructure being built at this point. We need Soldiers too...find a couple cities (all we need is 2) with Barracks and get Spearmen...every city should have THREE soldiers in it...the Germans will attack us if we continue at this level of weakness.

We should probably switch Oracle to Pyramids...but I leave that to next player(s).

Here's the save:
http://www.civfanatics.net/uploads/RBDL1-650BC.zip

T-hawk
Jun 23, 2002, 09:29 AM
Back around to me. I can't play till Monday night, but will get it then.

Kevinicus
Jun 23, 2002, 10:56 AM
I didnt examine it that much. I wasnt in Civ3 mood. Ah well. Maybe next time

T-hawk
Jun 24, 2002, 05:40 PM
Checking things out... Man, this is going to sound like a Training Day game report. :)

Who set a governor in Minsk? No governors in succession games.

20% luxury tax is too high. Moscow is the only city that needs any more than 0%. I'll bring Kiev's warrior over to Moscow for the police and switch Kiev to a spear. Lux to 10% and Moscow to entertainer for one turn until the extra police arrives. Moscow swapped to Pyramids. Science to 90%, Monarchy due in 9.

Minsk swapped to horseman. It doesn't need a culture expansion, and it's got a barracks.

Smolensk on barracks is good - it'll be our big military producer.

Swap Odessa to galley; let's find some more civs.

Sevastopol on barracks? What good is that going to do? Swap to library; culture expansion will pull in a flood plain and it needs all the food it can get. Good move claiming the dyes with it though.

Tblisi is in a pretty bad location. Two cities should be sharing that section of river. Well, let's cram in a city upriver anyway; Tblisi swapped to settler to facilitate this. I might even suggest disbanding Tblisi later and moving it a tile or two downriver.

Kevinicus - spear. A second garrison unit will approximately halve the chance of it flipping to India. Karachi may flip to us, but only if Kevinicus doesn't flip first. Culture in Kevinicus is the first instinct to build, but if you know how culture precedence works (no city can ever lose control of a tile in its 1-ring unless it's within the 1-ring of another city, which isn't the case here), a culture expansion only gains us one tile there.

Chrthland is also confusingly located. Where it is, it will leave a 1-tile-wide strip of unworked land between it and Minsk, which is now impossible to use productively.

Diplo check - nothing of note, good job there Kevinicus. India has Currency, no one else does - we don't need to buy in just yet.

I would've set research to Republic, but we'll keep what we have invested in Monarchy. We probably won't take the time to revolt to Monarchy before Republic, though.

570 BC: Vladivostok founded southish of Minsk. China has Monarchy, will sell it for 24+2gpt. I'll take it; that's less than we'll spend to finish researching it. Plus we can turn around and trade it to India for Currency. We reach the Middle Ages (570BC is pretty fast for that on Monarch) and receive Monotheism for free. Research set to Republic in 13, although we may get beaten to that.

Revolting to Monarchy won't be worth it with Republic coming so soon.

550 BC: Babylon completes Oracle. Hmm, Babylon's in the game - we probably aren't in fact #1 in culture. :)

Nothing else of note happens.

Moscow will complete Pyramids in 13. Hopefully we'll get it - if not, I guess it'll be the Hanging Gardens unless somebody researches Theology by then.

In 4 turns when North Chrth grows, poprush its library. (You'll need to swap to a 20-shield unit, poprush that, then rush the library.) We want those silks online!

I also recommend poprushing the library in Chrthilvania. Doing so will get the two game squares within Russian borders for Vladivostok to use because of how it'll fill in.

Remember our variant restriction is in effect now in the Middle Ages - only research towards Military Tradition. We can finish Republic first - it's ancient and we did start researching it before changing ages. I recommend revolting to it ASAP, of course. We probably won't be going to war before we get our Glorious Cossacks, and we'll have four lux online so we can handle losing the police.

I had the settler near Tblisi planned to go NW-N and build; next leader can do something different if he wants.

T-hawk
Jun 24, 2002, 05:41 PM
GOD <<< UP
Jersey Joe <<< ON DECK

Here's an updated shot for anyone following along at home:

http://www.civfanatics.net/uploads/rbdl1-450bc.jpg

God
Jun 24, 2002, 05:51 PM
Got it.

LKendter
Jun 24, 2002, 06:11 PM
One comment - Kevinicuss DOES want culture.
It would increase Russian culture pressure by one square on Karachi.

I will give you a hint what I learned about flips. City size matters - kept Kevinicuss SMALL in size. I have watch quite a few times - a city grow, then flip. Stopping the growth in Kevinicuss will reducde the flip risk. After some obscense # of civ games - this rule has been holding true.

God
Jun 24, 2002, 06:39 PM
430 BC: Smoelnk completes spearman, starts on a worker. A german archer is wandering through are territory. I want him out now, Wisely Bismarck accepts. Iron is roaded up. A few roads started.
410 BC: Kiev finishes worker, starts library.
390: Not much happening.
370: The Republic discovered. Obviously somebody else has discovered it too. Start Feudalism. I'm not switching governments because we may lose the Pyramids. Not much else. Lower tech a bit so we gain some money.
350: Spearman completed in Sevastopol. Starts settler. Worker in Smoelnk and starts marketplace. "Drunk Fishermen Town" estd. Starts a warrior.
330: Not much
310: A silly little barbarian galley attacks ours, and loses. She is promoted to vet. Some dyes are hooked up
290: Chicka town name thingy, switches from galley to library so we can gobble up a bit more land from the Indians.
270: Not much
250: Not much going on either

Did a few things. Did not switch govs. I want to finish Pyramids. I guess thats up to next leader.

The save
http://www.civfanatics.net/uploads/RBDL1-250BC.zip


And a pic for those who aren't up next or are reading.
http://www.civfanatics.net/uploads/1russia.jpg

T-hawk
Jun 24, 2002, 07:29 PM
Finishing Pyramids before revolting - excellent call. Food DOES accumulate and cities DO grow during anarchy.

Any city due to grow a turn or two before the Pyramids are completed - Smolensk in the picture - should be microed so as not to grow until the same turn as the Pyramids finish, so it'll save the food on that growth.

To LK: Culture at Kevinicus will change control of only that one tile. It helps, but less efficiently than building a garrison unit. Kev probably should be swapped off settler to library now, because India settled in the space that that settler was going to go to anyway.

You didn't poprush North Chrth's library - next ruler should when it gets down to 20 shields remaining, and Chrthilvania's too.

JERSEY JOE <<< UP NOW
Exsanguination <<< on deck
Kevinicus
ChrTh

Jersey Joe
Jun 25, 2002, 07:27 PM
got it.

Jersey Joe
Jun 26, 2002, 08:11 PM
250BC preturn - Moscow clown changed to a taxman. Move a citizen from plains to forest, zero growth but Pyramids in 1 less turn.
Library whipped in Chrtland

230BC Chrtland builds library starts on barracks.

210BC Minsk builds library starts on horseman.
growth stopped in Sevastapol till pyramids.
growth slowed in Minsk
Chrthilvania whips a library.

(I) Germany declares war on us.

190BC move a few troops. CHeck to see if any other civ wants to sign an alliance against Germany, the other civs demand to much so we are going it alone.

170BC We build the Pyramids. Other Civs cascasde to Great Lib or Lighthouse.

150BC We capture Munich.
We destroy Bremen.

130BC German bowman dies trying to capture Munich.

110BC Some troop movement. diplo checking, nothing interesting.

90BC We learn fuedilism start on enginering, I picked the whole path right to Military tradition.

(I) seems we kicked off other civs learning fuedalism also.
German builds great Lib starts on Sun Tzu's.

I start Moscow on Sun Zu's (this might be weed since some of the other civs may have cascaded to it)

70BC yawn

50BC German archer/settler pair is in range of a horseman, we kill the archer and gain 2 workers :D Horseman is promoted to elite.

Checking diplo shows Bismark will make peace with us. I let this for the next leader to work out the deal or not.

-----------------------------------------------------------------------------
Our infrastructure is terrible so I did not switch Governments.

If this was the start of my turn, I would be looking to add 2-3 workers to

Moscows population to get more citizens producing shields.

I would recommend making peace for now. We need a lot of work to have a decent army.

I think we should build many horsemen, only in cities with barracks, looking to have them avaible to upgrade to cossacks.

Here it is: Cossacks (http://www.civfanatics.net/uploads/RBDL1-50BC.zip)

T-hawk
Jun 26, 2002, 09:27 PM
Good turn. I'd agree on peace with Bismarck; we can roll over him with Cossacks at our leisure later. :goodjob:

A whip for only 9 shields in Chrthland? That was wasteful, though. :smoke:

No infrastructure is precisely WHY we need to switch governments. Remember that either Monarchy or Republic have one-third to one-half less corruption than Despotism. That makes it MUCH easier to build Courthouses, Aqueducts, and, well, everything else. :) Don't worry about losing the police. We've got three lux resources. And Republic with 40% lux tax is more productive than Despotism with 0%.

Next player can have a freebie 15-turn shot if you go into anarchy.

Exsanguination <<< UP NOW
Kevinicus <<< On Deck

Jersey Joe
Jun 27, 2002, 06:05 AM
I don't think I whipped for 9 shields, if I did I will agree it was weed. This bothers me, when I get home from work I am going to look into it.

When I said our infrastucture is terrible, I was referring to things like Minsk, our 3rd oldest city, not having any culture buildings until the library completed on my turn. Also, it might be one of our better producing cities, except not much work has been done to improve the tiles by it.

T-hawk
Jun 27, 2002, 07:12 AM
Perhaps you meant a different Chrth city. Methinks there's a couple too many of those on the map :lol:

In my own games, it's not at all uncommon for a city like Minsk (and even more so in flood plains, like Kiev) to get improvements late, having been busy producing workers and settlers first. Workers are infrastructure just as much so as buildings are, and we've got a bunch of them.

ChrTh
Jun 27, 2002, 07:16 AM
Originally posted by T-hawk
Perhaps you meant a different Chrth city. Methinks there's a couple too many of those on the map :lol:


On, the contrary, there aren't enough! :D

:crazyeye:

Jersey Joe
Jun 27, 2002, 03:18 PM
I was Chrthland that I whipped.
It was 9 turns to build the library at 2 shields per turn so it was for 18 shields though maybe that should be considered whipped for 16 shields since citzens would produce 2 anyway.

Exsanguination
Jun 27, 2002, 04:28 PM
got it

will NOT switch to republic unless most of our cities have libs/marketplaces. Too many bad experiences switching too early. In my last game, I switched jsut before the industrial era, and I was way ahead in tech/score. just play it smart.

Exsanguination
Jun 27, 2002, 07:19 PM
sorry, don't got it. More busy than I thought (packing). Skip me.

T-hawk
Jun 27, 2002, 09:21 PM
Kevinicus <<< UP NOW
ChrTh <<< ON DECK
T-hawk
God (on vacation for 2 weeks)
Jersey Joe
Exsanguination <<< SKIPPED

Perhaps Kevinicus will see the light and get us revolted into Republic. :)

As for the Chrthland whip, that's fine - there's always some wastage with a whip - since you whip the shields box to full, so the shields produced on that turn are useless.

Kevinicus
Jun 28, 2002, 04:38 AM
Sorry, I am still in rehabilitation from a LAN I had, :)
It takes a while. Anywho. ChrTh is up. So sorry, maybe next time cuz I am just...Blech :)

ChrTh
Jun 28, 2002, 06:02 AM
Originally posted by Kevinicus
Sorry, I am still in rehabilitation from a LAN I had, :)
It takes a while. Anywho. ChrTh is up. So sorry, maybe next time cuz I am just...Blech :)

See my sig...sorry guys

T-hawk
Jun 28, 2002, 07:54 AM
C'mon, only two other players and it's back around to me?

Kevinicus, if you can by, say, Sunday night, go ahead and take a turn.

God
Jun 28, 2002, 07:58 AM
T-Hawk I'm going to be on vacation for much longer. Maybe a month or more. Its not really a vacation, its more like I have to go. Personal family events. I'm leaving tonite. :(

T-hawk
Jul 01, 2002, 07:59 PM
Kevinicus? If we don't hear from you, ChrTh is up now when he gets back on Wednesday.

Kevinicus
Jul 02, 2002, 02:46 AM
Ya ya I was busy yesterday. Sorry. I will do it as soon as possible today. MMMMk?

Exsanguination
Jul 02, 2002, 07:16 PM
I hate to say it, but I'm gonna have to drop this game for the time being. I'm moving on Friday, and things are starting to get hectic. I may not be able to reinstall civ3 for a month or more, so I might go crazy :crazyeye:. Accordingly, I cannot play.

T-hawk
Jul 02, 2002, 07:30 PM
Alright, thanks for letting us know.

With God also out, this game now has only FOUR players. Therefore, the roster is accepting new players. Anyone want in?

T-hawk
Jul 04, 2002, 03:37 PM
ChrTh is also out as per his posts in another thread, and God is also on vacation. That leaves us with a whopping TWO players.

Kevinicus, do you want to attempt to keep this game going, or just let it go?