Bowsling 1: Russia

Why didn't we research CoL before, thus grabbing republic for free?

This slingshot is harder to get on higher levels - in warlord you can research all techs before and even then get slingshot.

We got philo in and I picked CoL as free tech and started math.
 
Spoiler :

Turn 0
Looks OK, but I do not understand why we are producing granary in Novgorod

IBT 0
Moscow -> Settler, begin constructing worker
Dutch in Amsterdam has constructed Colossus
German rWarrior appears on hill near St. Petersburg

Turn 1
St. Petersburg switch settler to curragh (ready in 5)
Currach finds hut in tasmania
Settler begins moving towards settling spot
Moscow spearman moves to scare away german rWarrior
Move slider back 20% (from 70% to 50%) to gain +2 (total +3) gpt

IBT 1
German rWarrior (HANS!) moves towards our border (towards Moscow)

Turn 2
Nothing interesting, besides settler and curragh moving

IBT 2
Hans patrols our borders, is hans border guard?

Turn 3
Nothing interesting, besides settler and curragh moving

IBT 3
Hans runs around outside our borders
We learn philo, I pick CoL as free tech and start researching math.
Moscow builds worker -> CURRAGH
St.P switch curragh to settler (in 7)

Turn 4
Nothing

IBT 4
Is Hans drunk?

Turn 5
Settler builds "GermanTown" (town in fallout 3), begins building barracks

IBT 5
Hans moving towards germantown
Miners finished building mine

turn 6
MM'ing Moscow - moving citizen from mined grassland to mined gold-hill) changes 1 gold, 4 breakers to 2 gold, 6 breakers
MM'ing Novgorod - move 2 shield producing citizens to work in water gives us +1 gold and +1 breaker
Worker begins roading towards GermanTown

IBT 6
Novgorod granary -> archer
Hans shows signs of dizzines

turn 7
Nadda

IBT 7
Hans goes to get another drink

Turn 8
Moscow Curragh -> settler
Moscow curragh begins moving towards africa

IBT 8

Nadda

Turn 9
nadda

turn 10
MM'ing novgorod - moving citizen from forest to roaded hill, gives us one + breaker and archer
MMing st petersburg - making two citizens into scientists gives us 6 extra breakers

IBT 10
Scientist-citizens in st petersburg get "fed up" and leave with the settler (St.peter produces settler), begins barracks
Novgorod produces archer (We name him Peter) and begins new one.

Turn 11
We trade Alphabet and 27 gold for the wheel - we have no horses in Australia!
We sell writing to these fools for knowledge about ironworking and 21 gold - only germans have iron

ibt 11
NOTHING

turn 12

---

IBT 12
Settler ->barracks

Turn 13
We found new town, called The Commune

IBT 13
Sumerian city of Ur has completed project called "oracle"

turn 14
--

IBT 14
Novgorod produces archer, we'll call him Juri, begins new one

Turn 15
Messing with slider gives us +2 gold

IBT 15

Turn 16
Messing with slider gives us +5 gpt
Math still in 1


IBT 16
We learn math, begin the republic

Turn 17, we settle Irony, near iron source (we still need to capture it).

IBT 17
Hans checks out Irony for better food source
Novgorod archer -> archer, we name him Ivan


Turn 18
St. P. changes from barracks to settler

IBT 18
Moscow barracks -> spearman
St peter settler -> cat

Turn 19
Lux slider to 20% (moscow popped up to size , but has no MP unit it so it has 1 happy and two unhappy faces)

IBT 19

Hans goes out to get a tan

Turn 20
Land, ho! (whatever that means) We see pinkish borders in the north!

Spoiler screenies :

bowsling1.jpg


bowsling12.jpg


NB! There is iron near Frankfurt (irony)

We have: 6 towns (total 12 pop)
Units: 3 workers, 1 scout, 1 warrior, 3 archers, 2 spearmen, 2 curraghs
Compared to germany we are weak, but more advanced (they have horse riding, we have philo, math and CoL)
Germany does not have iron connected yet, but they have 2 resources and of those two can be pillaged using scout.

Next player notes:

I've been gathering small force in Irony - our goal would be stop Germany getting Iron.
Please note, lux slider is on 20%, switch it to 10% once Moscow builds spear (moscow will then have 1 unit as MP)
I believe, next player can declare war.
We should not let germany connect iron.
We also have unknown border in the north - is it india?

My mistakes (I know of):
Road to Irony goes with "a bend", more direct road should be made.
Bad settling for The Commune
I forgot to switch novgorod from granary to something else.

Have not played civ for quite while, hope it's OK?
 

Attachments

Good set of turns there. We can probably squeeze a few cities around The Commune so it isn't a big problem. Hopefully it gets a bit more exciting once we take the fight to the Germans. Just hope we don't go in favourites and end up getting thumped 4-0...
 
Why didn't we research CoL before, thus grabbing republic for free?

You're right. But we wasted an initial 20 turns of research on TW, so grabbing philosophy first if we also first did CoL wasn't a sure thing anymore.

I've played this map before, but for those of you that did not, do not open the next spoiler (though in fact I do not think it is spoilerish, it is what you can expect knowing the game, knowing this is an 180X180 earth map, and knowing there are 31 civs on the map).

Spoiler :
You typically get around 20-22 civs on the african-eurasian continent. They will pop huts like there is no tomorrow and they will also heavily trade. So, tech pace is high and really should be expected to be similar to the pace in huge map/pangaea/many civs games. This sort of means that getting the republic slingshot on this map is not a sure thing even if you have alphabet as start tech.


Have not played civ for quite while, hope it's OK?

Don't worry, you did a reasonable job, and many mistakes where made before your turnset.

To the team as a whole I must say that we have made many mistakes until now and that is in part because of playing without a clear goal/plan, and in part because as far as there was a plan, we did not make all decisions optimal with regards to that goal/plan.

In my view, the opening is the most important part of the game. I do not like micromanagement, but I think in the first 80-100 turns of the game it is essential for a good result. By way of comparision, I replayed the game until 975BC (we are 2 turns later in 925BC now), and here is the comparison:

We at 925BC: 6 towns (total 12 pop), 3 workers, 1 scout, 1 warrior, 3 archers, 2 spearmen, 2 curraghs, no contacts besides Germany.

My game at 975BC: 11 towns (total 24 pop), 2 setters, 9 workers, 1 scout, 12 warriors, 5 archers, 1 spearmen, 2 curraghs, 2 contacts besides Germany.

(I did not have the 4000BC save, so I used Kal-Els original map, adding random start locations, 31 civs, and Germany and Russia on the spots we know. I don't know if Bowsling has modified other settings, but I did not).

It is really not brilliant play I did, just focussed goal oriented play and decision making. Something like this: we want to expand as quickly as possible. We can have a 4 turn settler factory at Moscow, so let's make that as soon as possible. If this means irrigating al the way from St Petes to Moscow, then do it. Do not move the settler if the benefit of doing that does not help with expansion; do not develop any tile if that does not help with expansion; in the cities/city that will be your worker/settler pumps, do not build anything that does not help with expansion (except occasional filler builds needed for the growth that is needed for workers/settlers).
Initially all worker actions should be targeted towards the expansion goal. Ok, the accidental road. And ok, I let Moscow buld 1 settler first to have a town that can build units while Moscow builds the granary and is on worker/settlers. The settler factory was up and running in 2110 when it produced a settler taking 6 turns, but then it was developed for 4 turn production and produced 9 more settlers and 1 worker before 975BC.

Moral of all this is: goal oriented play - no action/build/research path that is not motivated by some plan. And avoid self-inflicted waste (building a rax in the settler pump; bulding a granary in a town that should produce units).

For example, this:

You should start settling on that desert, oil and saltpeter might appear later on.

is something we really shoud not do. First, because there is still more useful terrain to settle. Second, because desert towns will never be productive before railroad. Third, Germany will get there first. Fourth, by the time oil and saltpeter will appear there, we will already own the whole continent. :D

I do not want to sound overly critical but this map is going to be a bit tougher than you may expect and we really should play this with a litlle bit more concentration I feel.

As to our current situation, I will post later today.
 
You should start settling on that desert, oil and saltpeter might appear later on.

IMO settling desert is last priority, first get as much "good" land as possible - settling new town increases corruption and desert towns need working to get as much as possible out of 'em. We can work on desert towns after getting us our own continent, right now we need all we can against germans.

EDIT: We need quite many more workers, I imagined The Commune as Worker-factory.
 
First, because there is still more useful terrain to settle. Second, because desert towns will never be productive before railroad. Third, Germany will get there first. Fourth, by the time oil and saltpeter will appear there, we will already own the whole continent. :D

I do not want to sound overly critical but this map is going to be a bit tougher than you may expect and we really should play this with a litlle bit more concentration I feel.

As to our current situation, I will post later today.

Well, at least on the plains and maybe near the hills?
 
Ok, here is my plan for the next turns.

Priority 1. We need to expand more rapidly, and need more workers to develop our lands.

Priority 2. Grab iron.

Priority 3. Keep up a decent tech pace either by research or trade.

Priority 4. Remove the Germans from the continent.

We are not ready for a sustained war against the Germans, at least not without seriously compromising our priority 1 goal. So this will have to wait. What we can probably do with a 5 or 6 archer stack is to conquer Frankfurt and grab iron. So a short war to grab the iron, then make peace again.

Moscow needs irrigation to be a 4 turn settler factory, will go for that straight away. So more workers first. Then Moscow on settler, other towns on raxes/units and an occasional worker maybe.

Please let me know if this is fine with you.
 
What we can probably do with a 5 or 6 archer stack is to conquer Frankfurt and grab iron. So a short war to grab the iron, then make peace again.

lurker's comment:

Why not just conquer Berlin, and grab the iron and the gems? I'd be surprised if Berlin is defended by more than two spears at Monarch.
 
Guys, I'm playing, but I won't finish today, and tomorrow is work and then the Netherlands-Uruguay match o the world cup. Wednesday I'm free so I'll finish then, sorry for the delay.

lurker's comment:

Why not just conquer Berlin, and grab the iron and the gems? I'd be surprised if Berlin is defended by more than two spears at Monarch.

Maybe. Problem is this 6 archer/1 spear stack is all our useful military, and slow, and we are fairly defenseless in the homelands. Terrain around Berlin is rivers, so we would need to walk N of it onto the gems to have good position, meaning that after we conquer Frankfurt they have 7 turns before we can attack Berlin. Or do you suggest going for Berlin first?
 
Oh, I see now that probably from the tile W of Berlin we do not attack across a river.
 
lurker's comment:

Yeah, I was suggesting a beeline to Berlin. If your motive is to deprive Germany of iron, then Berlin is the most central to their empire; if the motive is to secure iron for yourselves, then why not take gems with it?

Since you will need to road to the iron wherever it may be, I would spare a worker now to begin a road across the desert to Berlin while you gather your stack. I wouldn't pay much heed to counter attacks - at Monarch, this early in the game, the most you'll see will be single archers; and if you position your scout on the mountains to the north of 'the Commune', you'll see them plenty early enough to react accordingly.
 
lurker's comment:

Yeah, I was suggesting a beeline to Berlin. If your motive is to deprive Germany of iron, then Berlin is the most central to their empire; if the motive is to secure iron for yourselves, then why not take gems with it?

Since you will need to road to the iron wherever it may be, I would spare a worker now to begin a road across the desert to Berlin while you gather your stack. I wouldn't pay much heed to counter attacks - at Monarch, this early in the game, the most you'll see will be single archers; and if you position your scout on the mountains to the north of 'the Commune', you'll see them plenty early enough to react accordingly.

I don't know, I'd go for sure and leave Berlin where it is, maybe pillage tiles with spear or something.

That means I'd grab Frankfurt - we can re-war after 20 turns and I have some nasty experience with cultural flips, we don't need that. Even if they hook up iron, in 20 turns they cannot build many swords and we'll have our own counter by then :)
 
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