bed_03 - RaR, Demigod, random civ

About it being totally different, some of this also has to do with our traits. AGR civs get the extra food, even if you're not on a river. So this makes AGR civs a lot easier, which is why I suggested doing an AGR civ for folks who haven't done RandR before.

The other thing is we're neither SEA or COM, and thus don't get any commerce bonuses in our city squares or faster contact, and we're not SCI, which means no wisemen and slower research. All these mean longer in Chiefdom and more time in an unfamiliar environment.

I've never played this combination of traits myself, so we're all new at this. Just think had tough it would have been if we didn't get those cities from huts!
 
A lot of good points from you three, and thanks for the help in the familiarization process. Based on everything posted, rushing a small wonder certainly seems more appropiate.
 
IBT: Lose 2 champs to a jag warrior. I hate their blitz.
Turn 3: Not much
IBT: Urbanization comes in. Dyna in 21 turns.
Turn 4: Move around. we didn't prune the Inca enough as they take a spot I wanted.
IBT: reg champ retreates elite jag.
Turn 5: Found sugartown near Inca.
Turn 6: 2 rounds of disease make Osaka hurt. I had to go back on autosaves a few turns. An elite Tribal guardian just dissappeared!! I was watching the whole time, and he just vanished. Am replaying as true to form as possible.
IBT: Lure a jag out with a reg champ.
Turn 7: Attack Teno: Reg champ kills vet TG. Elite Champ dies to vet TG promoting him, Vet champ dies. Reg champ beats reg TG. Reg otomo loses to super TG, Elite TG kills elite Jag. Reg champ kills elite jag. Net 1 slave. Make peace with the aztecs getting mysticism, 152 gold and Tlacplan, which is renamed.
Turn 8: Give the inca the move it or lose it choice, they choose to move it.
Turn 9: Sugar is online. I have been upgrading our slave/worker force. Build Hilltown.
Turn 10: The third time of move it or lose produces the desired result of war. Build Citadel. I lost a lof of champs to an eagle warrior. Capture a handful of slaves.
The HG is a prebuild for the MoM in Kyoto. Our unit costs are back under control. We have three luxes and 3 irons. We have 14 cities, incas 7, and aztecs 2.
I left a kinda sticky situation, but we should be able to easily handle the inca counter.
Next better player
 
An elite Tribal guardian just dissappeared!!
Did you hit negative cash flow with no money in the bank?
That would cause that to happn.
 
We had over 500 gold in the bank. It didn't matter anyway as it played out the same, other than I think the palace gardens might have been built 1 turn later.
It was really weird as I had never seen it before. I then kept really good track of all units. The elite tribal guardian was the one to kill a jag, and cover the attacking force.
 
One other thing - usually on high levels I make use of the huge amount of cash you rack up to buy techs from other advanced civs on the way to Dyna, I've even bought Dyna itself, though it was expensive. This was the downside to going after the Inca. I think it might have been better to wipe out the Aztecs and concentrate on settling their land while trading with the Incas until we could use Kensai to wipe them out and leader farm.
 
http://www.civfanatics.net/uploads9/bed03_1400BC.SAV

1600 BC (0) - Things are somewhat stickified down in Inca-land.

IT - Lose a champ to an Eagle scout.

1580 BC (1) - Don't know what the plans were with the workers really.

1560 BC (2) - Moving champs south. We really need to get rid of the Incas or the Aztecs, because all of this going back and forth with only two moves on road doesn't work for me.

IT - Incas attack well defended positions (Champs fortified on mountains, TG on hills) and lose a couple archers.

1540 BC (3) - Still don't have enough to attack.

IT - A couple more archers kill themselves, and we pick up a slave.

1520 BC (4) - Promote a champ to veteran, get a slave.

IT - Lose a champ.

1500 BC (5) - Have to stay on the defense, as we don't have enough champs to take the offensive.

1480 BC (6) - Lose a champ against a barb, but disperse the camp for 25g and a worker.

IT - In an unlucky break (Vet Eagle scout attacking and beating a vet TG fortified on a hill across a river) we lose Edo.

1460 BC (7) - Retake Edo.

IT - Edo razed. I am not having any luck with RNG.

1440 BC (8) - We are in bad shape in the south. We are just being overwhelmed right now, and our units were too spread out to begin with. Make peace, giving Writing and getting 147g.

I mixed up the turns somewhere, as I think it is 9 but it is 10. I'll be honest and say I have no idea what I did or should have done here, especially with regard to workers and the war. Make it all better Bezhukov, will you?

Possible place for a suicide galley. It looks like it may not be all ocean.

bed03_1400BC_galley.jpg
 
Well, I guess we don't have to worry about support costs now.

:blush:

The Inca will hear from the Kensai. Oh yes. And the conversation will not be pleasant...

:evil:
 
As for workers, I'm thinking roads. And then some more roads. Then a few more roads.

As for native workers, I'd say join them to Tokyo and the Camel/Flood Plain city to get them from 2 (when they grow to 2 - haven't looked at the save) to 3 pop to let them build a clan.

I doubt it will be possible for us to lose this game actually, though there is likely a civ across the way who is 10-20 techs ahead of us at this point. There are lots and lots of techs in this game, and AI's tend to get bogged down in the late MA/early IA.
 
I did road, as that was all I could do. I am not sure I remembering noticing any native workers, though I wasn't paying any attention. Nor did I ever check F3.

By the way, Bezhukov, you are up. Just in case you didn't know. I am not good at the roster posting part.
 
When I was playing we only had 1 native worker. I wouldn't merge him in though as we are not paying unit costs.
 
>I did road, as that was all I could do.

Yeah, that was kinda my point. Kinda lame until construction.

Got the save, will see what I can do tonight.

BTW, the last Inca war was my suggestion and also my bad. Shoulda wiped the Aztecs and gotten all good and ready for dynasticism. The move 2 on roads problem is a good point. Got too freaked out about unit support costs delaying Dyna. Sorry bout that one.
 
No problem. As you said, not a critical error. We are still in good shape in this game, so no reason to worry.
 
Pre-flight: Switch Satsuma, Tlatolco, and Kagoshima to various flavors of Clans – we’ll need to move each of these cities eventually, but right now we need to get our land settled. Sugarland also switches to clan – will need to move closer to coast , or it will suck until High Explosives. Switch Citadel to Shrine to put some cultural pressure on nearby Inca cities. The Citadel city placement doesn’t make a great deal of sense, BTW. Would have been better on a hill north of Edo to significantly shorten our front.

What happened to our glorious Japanese city names? = )

1360BC: Get Dyna, revolt – woo hoo! Kyoto riots, assign scientist, but he’s still growing – Oasis now cranks 7 food :eek: . Wow, Incas already have a clan ready for Edo. Switch Sugar and Osaka to Shrine to get some more tiles into our territory (both of these cities will eventually move, but Shrines are cheap for us). Celts build HG, we switch to MoM (one thing about RandR, rarely have to worry about wasted shields, always another wonder to build) in 12. One more champ goes to garrison Citadel. Others head vaguely north for MP duty as we develop our cities/expand.

The attached image shows where permanent cities will eventually be (red splotches).



Remember that regular clans now cost three pop, and hardys two. Workers can also now chop forests.

Set research to Bronze Working in 14 on the way to Construction. Hopefully as we grow, our tech pace will pick up. Need to get all grass roaded.

IBT: Yikes, Iroquois build Sphinx, only one wonder left (other than MoM), Great Wall. Aztecs show up with Hardy Clan pair. 4 turns left on peace deal, we’ll try to deflect it.

1320BC: Kyoto grows to size seven, put on starvation diet, MoM in 7 (it’s effect will actually be very useful in this game!) Pop rush Shrine in Citadel and Sugartown.

IBT: Ugh, Sioux built Great Wall – better hope no one cascades to MoM, or we’re screwed.

1300BC: Build Embassy in Cuzco:



Sign RoP to improve relations, not planning on war until Kensai. Not much happenin. Yet.

1280BC: Chipotle Shrine_> Monument. Tlatelo Hardy Clan-> Champ (can build a couple champs, then switch to regular clan to time with growth to 4 pop. If I was planning to leave this city here, I’d let it grow to 5 and develop it, but it needs to move to river hill once we get all the land settled. Note: Dot Maps are useful to get our cities placed properly.

1260BC: Suicide transport heads into the great beyond.

IBT: Inca Clan shows up in south. (it was still hiding in their city that replaced Edo at the end of my turns, do not unblock that road). transport sinks.

1240BC: Larry worker housing->shrine. Set up blockade in south to delay clan.

1220BC: Settle Yokohama on east coast. Get Shrine ASAP to put cultural pressure on Inca city - or take out Aztecs with flood of champs from Kyoto - your choice) Osaka champ->pioneer. Pop rush shrine in Nara (will grow faster with all coast tiles, culture expansion will make more coast available.)

1200BC: Second suicide sinks. Rush Shrine in Hilltown.

1180BC: Played one extra turn to get MoM. =) Once Osaka builds it’s pioneer, let Kyoto work the two flood plains to grow to full size. Once we can mine, it will have ridiculous shields. Osaka can just do the one hill, one pop thing and make five shields for cheap units. Kagoshima should just build workers (use to boost pop in slow growing cities) and/or champs until we’re ready to resettle it. Need a city on the hills south of Tokyo.

I pop rushed several shrines in corrupt cities to get territory expansions (will kick in on next set of turns), there are a few more that will be ready in the coming turns. Yokohoma’s should be rushed ASAP. We can also chop now to help builds, but it takes 20 turns. After Bronze Working comes in, build the 1/3 A/D Spears in Osaka and research Construction so we can get mining. BTW, coastal cities don’t need aqueducts (ports + major ports are better and cheaper), so no hurry to get to civil engineering. As our cities grow, our commerce situation will improve. Need to get all grassland roaded and worked now that it makes three food.
 

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On second thought, leave Satsuma where it is. Switch it to a Hardy and settle that jungle south of the hill south of Satsuma. The hill city production bonus is nice, but now that mining is near, it won't hurt to mine the hill instead. This will let us get started on developing Satsuma. It has nice spacing with Nara as it sits. Kago and Tlatloco need to move away from deserts, however. For non-AGR civs, deserts blow.
 
To be clear, don't move them until we get the other land settled, just don't build buildings in them that will be wasted.
 
got it, will check the situation first before doing something. short term research target construction? what about philo slingshot? btw we can increase research to 60% now

war with aztecs?
 
Lets take the Aztecs out, but be sure that we have a force large enough to do it, and don't pull away from the Inca front to get the troops.
 
Yikes, did I forget to up research? :blush:

I'd really like to get Construction first, doubtful we could have gotten Philo anyway - we're likely significantly behind the other continent(s?) on tech. Though I would recommend getting Demo soonish for the trade bonus, corruption help, and ability to cash rush.

I've never had problems with WW in RandR, and with the mighty Kensai soon to be at our disposal, I don't anticipate any here.

;-)

Seeing as how we have few Wonders coming up for Kyoto to build - we might could actually build Voyage of Discovery this game - but that's a while in the future - a quick champ rush (at least ten, preferably 14ish) on the Aztec seems like the plan. Let's get that land settled fast too.

The plan on cities without food bonuses is to let them grow with grass and coast until they slow down, then work the shield squares, with the goal being multiples of four so that production boosters can kick in.

NOTICE: Remember, forest can be mined - so don't chop forests on grass. NOTICE
 
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