Bowsling 1: Russia

On this type of map with 31 civs it's no guarantee that you get the slingshot even if you start on alphabet from turn 1. If we finish the wheel first, or even if we switch to alphabet now, we will probably be too late. However, even if we fail the slingshot, writing, code of laws and philosophy normally do have considerable trade value (and so has republic). So I say we go for it.
 
So:

Short term goal: Get more cities!
Med term goal: Control Australia
Long term goal: Get contacts from Europe

Government: What do we want? Republic? (why go republic when we want monarchy and vice-versa) - I'd personally prefer monarchy. Is corruption turned on? (one map I have does not have corruption)
 
It all depends on how we want to play this game out. Personally I feel Monarchy may be more suitable as we will NEED to expand militarily if we are to make any headway with this game. Having a small island start means we may well end up with longer wars (boats travelling long distance etc) where war weariness comes into play. If, however, we are going to try for short wars then we will get away with Republic. If corruption is off, then Monarchy all the way. Republic will give us a significantly larger cash flow however.
 
Who is UP ?
 
For my first succession game, we are playing with Russia, on Kal-El's 180x180 Earth Map, with extra start locations and 31 civs.
All victory conditions except wonder enabled, max aggression, monarch difficulty.

Roster:
1- Bowsling <Played>
2- CharcoalDioxide <Skipped>
3- Sparthage <UP>
4- Northern Wolf <On Deck>
5- ThinkTank <On Deck>
6- Abaddon <On Deck>
7- The Hess <On Deck>

Rotations:
20 turns until either education or gunpowder
10 turns until either atomic theory, replaceable parts, steel, or refining
5 turns from then on.

OR
Started!
Spoiler :
4000 Bc:
Settler NE
Scout N,N
Worker N

3950 BC:
Settler builds Moscow
Moscow starts warrior
Worker builds road
Scout E,E
Start The Wheel (36 turns), put science at 100%

3900 BC:
Scout E,N

3850 BC:
Scout E

3800 BC:
Worker finishes road, starts mine
Scout E,E

3750 BC:
Scout E

3700 BC:
Scout E,N

3650 BC:
Scout N,W
Huts sighted N

3600 BC:
Scout N
Receive Warrior from Angle huts
Angle Warrior W

3550 BC:
Moscow finishes warrior, starts settler
Moscow Warrior N
Angle Warrior W
Scout NW

3500 BC:
Scout N
Angle Warrior W, Sights huts WW
Moscow Warrior E
Worker finishes mine, moves NE
IBT:
Moscow expands culturally

3450 BC:
Angle warrior W
Worker starts mine
Moscow warrior NE
Scout moves NW, sights huts W

3400 BC:
Angle warrior W
Receive Ceremonial Burial from Vandal huts
Scout W
Receive Mysticism from Bulgars
Moscow warrior E

3350 BC:
Moscow warrior SE
Angle Warrior N
Scout N

3300 BC:
Moscow warrior fortify
Angle warrior NE, sights dark blue (German) borders
Scout NE, sights German archer
Get Warrior Code and 10 gold frome Germany for Pottery and Ceremonial Burial

3250 BC:
Angle warrior N
Scout N

3200 BC:
Scout N
Angle warrior W

3150 BC:
Moscow finishes settler, starts speaman
Settler N
Scout NW
Angle warrior W
Worker finishes mine, starts road

3100 BC:
Angle warrior NW
Scout W
Settler E

3050 BC:
Settler NE
Angle warrior S
Scout W,W
IBT:
German settler/spearman sighted heading north

3000 BC:
Scout N,N
Angle Warrior S, sights huts SW,SW
Worker finishes road, moves E
Settler E


Sparthage is now up!


10 char limit
 
Did we come to a decision on our overall game plan? As far as who is up, Sparthage is next, but hasn't registered actually getting the save. Are we going to play a time limit on taking your turn?
 
No, but if you think you won't be able to play for a few days, please be decent and skip.
The extra start locations, however, came at a cost. I thought that the editor would stop me from placing start locations after 31, but apparently I was wrong: eastern Australia has good land, and no player.
There is no way to turn off corruption, so the answer is evidently no.
 
You can change corruption considerably via the editor, but then again, i feel its cheating.
 
Done:

Here is a comprehensive review of my first ever 20 turns in an SG!


Initial thoughts:

A dash for GLib not viable as we would need mapmaking to discover 2 civs to make it worthwhile. no point building a library if you don't have any books!
Switch to alphabet to make a run for mapmaking. we are on an island with a big massive desert after all. wheels get bogged down in sand, drawing willies in desert gets boring!

Spoiler :
Press enter

IBT: Settler/spearman duo move N of German territory. Good for us as it doesn't hem us in.
Moscow grows to 2
Complete warrior, start settler; due in 8, growth in 7.

1. 2950BC: drop science to 60%, now breaking even, settler starts road in direction of new city to be.
Settler moves to new city site, other units move around to get some more info on map.

IBT: absolute hee haw

2. 2900BC: St. Petersburg founded - Set to Granary (this can be a decent settler factory)
Move Sci to 90% breaking even, Alphabet in 15
Other units enjoy a nice wander - get Masonary from camp NW of Moscow

IBT: German Settler/Spear move NE of Berlin

3. 2850BC: Units take a stroll in the park

IBT: Leipzig founded NE of Berlin

4. 2800BC: Random wandering
Worker moves onto next square in effort to build the great south australian road

IBT: nadda

5. 2750BC: Worker continues gravel path
Other units make do without a path

IBT: zilch

6. 2700BC: the great australian walk continues

IBT: German archer appears from black killer death fog of ultimate doom SE of St. Petersburg

7. 2670BC: Continue walking

IBT: Archer sees our very strong picket fence and decides that anyone with a fence like that means business so decides wisely to walk around.
Due to a national shortage of contraceptives, the teenage pregnancy rate soars and Moscow gets bigger.

8. 2630BC: Worker moves to square next to St. P ready to finish the Great Gravel Path of Southern Australia.
Other people make do without

IBT: Teenage pregnancy causes strife in Moscow, so the citizens set fire to the bloody place
German archer continues to be wowed by our picket fence and leaves well alone.

9. 2590BC: Some bloke in Moscow decides that instead of working the land he shall spend all day drawing squiggles on the ground. This baffles people enough to stop setting everything on fire.
Final stage of our beautiful gravel path commences

IBT: Hearing of a new housing estate opening up, offering prime shorefront plots, some of Moscow's yuppies decide to up sticks and head to the new town of Novgorod

10. 2550BC: Operation 'pointy stick' commences in Moscow, to be followed by operation 'give that man a spade'
Settler heads NW towards the rather nice looking wheat. That way he can make fish suppers and use random bits of the cow that most people would leave well alone to make McMeals.
Other People continue to wander accross the outback, possibly looking for a BBQ...

IBT: That foreign fellow who was ever so respectful of our picket fence continues to head east into the fog, though apparently it is harmless and not the result of a society that is overlly dependant on oil.

11. 2510BC: Units take a stroll
Those people who left continue to head towards the land of promise
We keep an eye on that foreign bloke, you can never be too careful

IBT: The German, possibly wary of our constant staring decides not to hide in the fog but heads north.

12. 2470BC: The Great Gravel Path of Southern Australia is completed! Marvel at its beauty, for it surely is the envy of the world!?! Now the bloke loses his marbles and starts to dig a hole RIGHT NEXT to the path! Apparently it helps make stuff...
In other news, most people wandering around get on fine without paths and the like.
Those people who left Moscow for a better place arrive at their new home, determined that no teenager shall fall pregnant, nor shall it randomly be set on fire.

IBT: The German (we shall call him Hans) heads north

13. 2430BC: The new seaside resort of Novgorod is built. Being mostly wealthy right wing voters, they place a strong value on the military and decide to set up a special area for soldiers to live and train. They call it 'The Barracks', possibly after some president of a far away land, but he is far too liberal for their way of thinking.
Other people continue to walk around.

IBT: Hans makes a dash West and disappears into the fog, 'we shall meet again'

14. 2390BC: Bear Grills the explorer sees another piece of land accross the big blue wet thing to the north of our little island.

IBT: nothing happens

15 2350BC: bit of walking, nothing else

IBT: Those squiggles on a page can apparently be made into different symbols! Now all we need is some form of standardisation to ensure that everyone thinks the same thing when we see them and copies of Viz can be produced and crude toilet and sexual humour can be passed down for generations to come.
Obiously all this leads to a lot of excitement in Moscow, and teenage pregnancy once again causes the population to soar.

16. 2310BC: From all the excitement of the IBT, nothing actually happens

IBT: The anticlimax continues, with NOTHING happening at all

17. 2270BC: yawn

IBT: Operation 'pointy stick' is a success and a man with a pointy stick emerges victorious in the centre of Moscow. Moscow now decides to do something useful and starts training some bloke called Jim in the use of a shovel.
The hole in the ground beside the Great Gravel Path is completed.

18. 2230BC: The bloke with the pointy stick decides that it is for the best if he stays put and holds his stick at an angle as opposed to the more normal upright position.
By stopping everyone from getting a fish supper in St. P, and making them go down this hole, the big room for keeping extra food can be built in half the time!
The worker decides that a gravel path and another hole in the ground on the other side of St. P is the order of the day and is set to work.

IBT: Loads happens...


...Oh wait, no nothing happens at all

19. 2190BC: Slightly more happens, some people move but thats about it.

IBT: Something better happen for my first last IBT in a succession game, aaaaand...

You guessed it, nothing

20. Worker starts making another gravel path, other than that, nothing.


Over to whoever is next.

On a more light hearted note than my ultra serious report, I am of the opinion that we should head full tilt towards Map Making, and get some decent boats in the water with settlers.
That way we will make contacts and spread our empire like a rash accross the globe. Once we hit map making, research can take a back seat and we can switch to trading/pinching techs as and when is appropriate.

Hopefully I played these turns ok. Feel free to criticise.

Hess
 

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Shouldn't we have mined that cow and be using them both?
 
lurker's comment: Food is power, only mine a cow if you have no other option.
 
There is no way to turn off corruption, so the answer is evidently no.
Quint made one for his story Greece conquest of the world - he later edited it to lose police stations and courthouses (AI does not know what corruption is)

Hopefully I played these turns ok. Feel free to criticise.
<whine>

I would have waited for until we get wheels in - just the fact that our UU is cossack (blitz-cavalry -1 offense IIRC).

I would have also waited 3 days (until end of today) until Sparthage replacement. Also roster shows that I should be next one to play, should I not?

I would have settled-roaded towards germans - faster we wipe 'em out, better for us.

By this switch, I imagine going monarchy is too much hassle - we'll be republic, we can always switch to feudalism or something if we want long wars. So we're going alphabet -> writing -> map making -> Whatever is the tech that comes before republic. If it is possible to trade for monarchy we take that?

</whine>

---------------------------------------------------------------------------------
What's our winning goal? We cannot win by wonder(diplo victory). Spaceship? Conquest? Domination? I think spaceship, followed by domination (depending of our military luck).

I won't be playing today(too much local politics in one day) and I'd like us to set proper goals before I play this save.
 
Republic will be better for income, which will make it easier to buy techs. If we keep our wars short and fast then WW will be less of a factor. No matter what, we need contacts with the Eurasian continent or we will be left well behind in the tech race.

I have started to settle towards the Germans, but we already had a settler 1 turn away from Bowsling's site for St. P. Far more efficient to settle there than turn around.
Finally, I PM'd Abaddon on the correct course of action for carrying on with this game wrt taking a turn. At the intial stage we really need 24hr turnarounds per player unless someone specifically posts that they need longer.

As far as a winning goal, Spaceship will be easiest due to the size of the map. Conquest or domination will be more fun in terms of millitary play but may we could easily run out of time. I think we need to plan an attack on the Germans during the next player's and launch an assault in the following player's turn. At the moment they only have 2 cities. By the time it comes to attacking it will probably be about 4, maybe 5. If they are given much more time it will really hurt our growth.

Goals for the time being:

Mapmaking and make contacts with other civs. Trade for techs.
Plan all out attack on Germans with view to wiping them out.
Cover all coast with borders to prevent any other civ getting a foothold on our continent.
 
lurker's comment: Food is power, only mine a cow if you have no other option.

Irrigation is a long way away (even tho we should have irrigated from the east)
 
It seems to me Space is best bet.. but is australia best for a good core of SS producing cities? We might need to consider a game of pokey stick and then settling some really high productivty core cities.
 
Evidently, I can't wait a couple days. I was going to play today but... oh well. I'll replace Hess at the end if that works.

As for the Victory Condition: Domination is the way to go. Why? I'm a more aggressive player than most. But since this is a team effort, Spaceship might be wise.
 
Evidently, I can't wait a couple days. I was going to play today but... oh well. I'll replace Hess at the end if that works.

As for the Victory Condition: Domination is the way to go. Why? I'm a more aggressive player than most. But since this is a team effort, Spaceship might be wise.

I'm all for Domination. More fun :hammer:

Space is more likely, but if we play it right and fight a war with plenty of momentum then we could feasibly roll into a domination victory. My only concern is the size of the map and therefore the sheer number of cities we would need to take and the distances required to move. This becomes less of an issue later on with rails and airports but that would be leaving it too late.
 
Spart. Noone posted a "got it" just get on with it man! ;)
 
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