Bowsling 1: Russia

Why do we need 20 turns? All we need to do is built swordsman out of prebuilds in all, or most, of our cities, then we can take Berlin and march on Leipzig, Hamburg, and Konigsberg.
 
I played. Turnlog in post 110. Next player can start the war.
Highlights: Moscow is now a 4 turn settler factory. We have 2 more towns, a settler on the way. We now have 9 workers. There's a small archer stack in Irony. We met Portugal and Scandinavia, traded for Polytheism and Mapmaking. One of our 2 curraghs was sunk, the other redlined, by barbarian galleys. We're behind in tech compared to the mainland, but getting republic first, which is likely, may give us a lot of tech trades.

In the meantine some pictures.

Our current empire:

Spoiler :
530BC.jpg


There is a German archer in our lands near The Commune. Next to an archer/settler pair of us. Our archer has no movement anymore so declaring this turn is not a good idea.

Moscow when it had just reached 5food:

Spoiler :
Moscow-5food.jpg



Portugal and Scandinavia:

Spoiler :
portugal.jpg


Portugal's techs:

Spoiler :
portugal-techs.jpg


The save:
 

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RL prevents me finishing the turnsets notes today, wil do so tomorrow. I played 18 beacause right now I think the team needs to decide on when to strat the war, and where the settler near The Commune should go. I already founded the other 2 new towns before I saw the dotmap.
 
Well played, ThinkTank :clap:
Abaddon, you are now up.

There's a possibility that we could invade Germany with swords, if we put a temple in Irony.

We should also build a city 3SW of Moscow, in fact, that spot is part of the reason I moved the settler 1NE.

Can we have a map of Eastern Australia, so we can figure out where the TC settler should go?
 
Well played, ThinkTank :clap:
Abaddon, you are now up.

There's a possibility that we could invade Germany with swords, if we put a temple in Irony.

Useless IMHO - we can just take iron and upgrade warriors or build - it's faster (as cultural expansion takes time + building temple takes time) and at least one less town for Germans.

We should also build a city 3SW of Moscow, in fact, that spot is part of the reason I moved the settler 1NE.

Attched my dot map.

IMO we should go war ASAP - sign 20 turn peace demanding as much as possible, use that 20 turns peace to build up swords and take capital, peace and then clear east coast.
 

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Hi guys, Reading with interest. Seems to me, grabbing the diamonds as well would be very handy, not to mention dealing a much greater blow to the Germans. This met with approval?
 
Hi guys, Reading with interest. Seems to me, grabbing the diamonds as well would be very handy, not to mention dealing a much greater blow to the Germans. This met with approval?

Right now we have not enough muscle to take both Berlin and Frankfurt; taking Berlin may be succesful, but then having iron is a bit longer away, as we need to road 4 tiles for that. For a 3 worker stack that is 4 movements, 3 turns to road 3 flat tiles, then 1 turn to put a colony on the iron hill near Berlin, as that will not be in our borders after we conquer Berlin. There are now 2 workers in Irony which are there exactly for roading whichever iron we grab, a 3rd worker will still have to go there. Then again our stack still needs to move towards Berlin and the roading can already start now. But they wil see us coming because we need to declare 3 turns before we are in the right spot to attack Berlin, which is the tile directly W of Berlin, as the other tiles have a river in between, or are further away. 3 turns maybe sufficient for them to move enough into Berlin so that our attack may not be sucessful.

If you think you can pull it off though, do it, but I think it is tricky. I would prefer to grab Frankfurt and make peace, develop the iron, build/upgrade a few swords and add some catapults, and then have a stack big enough to conquer Berlin and sustain the war. Note that our production is still rather pathetic, which means that we are not really capable of sustaining heavy losses, nor build the swords and cats we need in much less that the 20 turns of peace. Moscow really should build another 3 settlers before it can join in military production.
 
Please take care that Moscow needs to readjust the tiles to 5 food when it grows to 5, in order for the settler factory to stay on course.
 
Lost a a fair amount of notes at the end of the turn set, sorry.

925 BC - turn 0

Tacking stock. Growth and more workers prio 1.

Moscow size 4 has a granary and a rax, but only doing +1fpt (food per turn). Change to 4fpt, change build to warrior then worker which will complete on growth to 5.
St Petes building cat, change to worker.
The Commune, size 1, growth in 1, building rax with 9 shields done, change to worker to complete in 1 on growth to 1.
Activate worker SW of The Commune, moving to St Petes. Will form a worker crew of 4 that will irrigate from St Petes to Moscow in order to get Moscow to +5food for a 4 turn settler factory.

Novgorod has rax and granary, but +0fpt, so the granary is useless. Will let Novgorod finish the archer, but the worker to do some wood chopping, so that the grass underneath can be used and Novgorod will start growing.
German town building rax, ok. Irony is building walls, this can wait, change to worker.

IBT

A curragh is redlined by a barbarian galley.
Moscow: warrior -> worker
Novgorod: archer -> worker
The Commune: worker -> warrior (we need some cheap MPs).

900 BC - turn 1

Hmm, forgot to check the tech slider at turn 0, so much for talking about concentrated play ... sorry.
We are doing 2.6.2 (lux/tech/treasury) for Republic in 45 turns. As we may need some gold for tech trading soon, as our curraghs see borders,
I change this to 2.1.6 (lux/tech/treasury), Republic still at 45 turns, but now making some cash. 2 workers to St Petes to join the irrigation crew.

IBT

Our redlined curragh is again attacked by a barbarian galley but survives.

875 BC - turn 2

Worker at Moscow mining the cow now done and also moving to St Petes to join the irrigation crew.
Yakutsk founded, set to worker.
MM in Moscow to use the gold mines as still growth in 1.

IBT

Moscow worker -> warrior, this is a filler build as after warrior in2 we can have settler in 4 completed at growth to 6.
Novgorod: worker -> archer
German town: rax -> archer

850 BC - turn 3

We meet the Vikings. They have Mapmaking and Horsebackriding, we have nothing to offer them, but tehy do not have Polytheism, and the Germans do.
So I make a deal with the Germans they give poly and 56g for phil and math. According to CivAssist this a reasonable deal as it values poly at 312g,
phil at 152, math at 202. However, the Vikes will not trade MM (valued at 304 by CA) for poly even if we add all our gold (132).

IBT

St Petes: worker -> rax

825 BC - turn 4

Worker at Novgorod is chopping wood but will complete on the same turn as the archer it is building competes, which will waste the 10 shields. Change build to warrior in 2, then archer, so we won’t waste the shields.
Try the Vikings for MM against poly and now 144g, no deal.

IBT
German reg archer appears E of the Commune.
Moscow warrior -> settler, change tiles to 2f8s, as only 2 more food needed for growth.

800 BC - turn 5
The worker crew of 4 has irrigated the first tile W of St Petes, and now irrigates 1 more tile, and will do 1 tile/turn towards the wheat at Moscow, in order to get this at 5fpt.
Try the Vikings for MM against poly and now all our gold, still no deal.

IBT

Novgorod: warrior -> archer

775 BC - turn 6

Another tile irrigated. Moscow has put 10 shields in the box for the settler, growth in 3. We need another 20 shields, but we are about to irrigate the BG and then the wheat which will reduce production, so need to shuffle the tiles a bit.
So we will first irrigate the plains, which we will need anyway for the settler factory, then the BG, then the wheat. This way we can do 2f9s this turn, then 4f7s next turn, and then 4f5s, which gives 21s, which is enough.

Moscow shortly before it had reached 5food:

Spoiler :
Moscow-750.jpg


Moscow shortly before it had reached 5food, but using different tiles:

Spoiler :
Moscow-775-1.jpg


Spoiler :
Moscow-775-2.jpg




IBT

Trondheim completes Pyramids.

750 BC - turn 7

We meet Portugal. As they also have MM this reduces the price and we can now buy MM from the Vikes for poly and 55g, make that deal.
We now still have CoL and MM of Germany, but no trades possible on the other continent. This will only open for whatever the Germans are researching, or republic which we are researching,
So more gold is not an issue right now. Set research back to max for -6gpt.

MM Moscow.

IBT
Chop completes at Novgorod, adding 1 shield to the archer build.

730 BC - turn 8

MM Moscow.

IBT
Moscow settler -> settler.
Novgorod: archer -> archer.


710 BC - turn 9
Moscow at 5f5s now, because wheat now irrigated, start remining the BG

IBT

Dutch complete Mom.

690 BC - turn 10

IBT

670 BC - turn 11

IBT

650 BC - turn 12
Lost notes until here. In between Moscow rioted, sorry. Also a German warrior and archer have been strolling around our SE holdings near the Commune

IBT

Out west-most curragh does not survive attacks form 3 barb galleys and sinks.

630 BC - turn 13

IBT

610 BC - turn 14

IBT
Moscow settler -> settler.
the Commune warrior -> rax.
Novgorod archer -> archer.

590 BC - turn 15

IBT

570 BC - turn 16

IBT

550 BC - turn 17

IBT

Wonder cascade: Maya complete ToA, China GW, Portugal GLib, Egypt HG.

530 BC - turn 18

Stop here as we need to decide on the German war, and what to do with the settler near the Commune.

At the start of this turn set we had 6 towns, 12 citizens, 3 workers, 1 settler.
We now have 8 towns, 22 citizens, 9 workers, 1 settler. Counting the workers as pop, we have about doubled in size.
 
I will play this, but will take a few days ok?
 
GOT TEH SAVE. Will post results tomorrow with all things as planned :D
 
Ok, this is my first ever turnset. Hope its "ok" I kinda lost track of my turns, so ended at a decisive stage, rather than the correct number of turns.

Pre-Flight Checks..happy with everything, well except the cat. Change to Archer, but hopefully will be changing to Sword before long anyway!

IBT: Americans complete SoZ, worker chops trees and Moscow gets the shields.. settler produced. Rax finished, choose Archer production.

Turn 1: War! Instant success as our Archer kills the wandering Germ Archer to no loss, i'll have him march on Munich to scare them! I move our stack into the Iron, workers too. They can get roading asap!

RNS Moscow is our lone currag.. and its off to Asia. I decide it will be put to better use sent off to Africa.. I personally think we will meet a lot more quicker sailing that way. When we get a second ship, it can chart Asia.

IBT: Nothing

Turn 2: Great Success! Frankfurt only had a single spearman defending it. It was taken with no losses. We also captured a settler (2 workers!). I am going to march on their capital now...Found the city of Abastan ;)

IBT: Nothing

Turn 3: Novg produces Archer, another is lined up.

IBT: Our lone archer is redlined, but kills a warrior, however an Archer emerges from the fog.. lots of running around is forcast for this Archer. Meanwhile our stack comes across an Archer advancing.

450BC: Juri dispatches said Archer. Other named Archer is accidentally renamed.. I was trying to rename our Archer who is busily running away.. alas he wasn't the one highlighted.. my bad.

IBT: Cologne is settled by the Germs.

430BC: Settler is produced, send him north. Stack pauses as two archers have got out of step. The workers who CONNECTED THE IRON now work on a road towards our soon-to-be Diamond Mine

IBT: Stack attacked, we lose 1 Archer :(

390BC: We capture Berlin! With no losses! Most of our stack is redlined but who cares! We dial up the Germans..

We rape them for Munich, Heidelburg, Nuremberg, Cologne and 14 gold!

I then dial up everyone else.. seems The Republic is already well known.. an we are still 3 turns off. That sucks. I am going to end my turns now and let everyone else talk/plan etc!

Now, there are several things that I don't understand.. city placements, worker actions. So please enlighten me :)

1. Why wasn't Irony settled 1 tile west? Its now close to the coast, but will not be able to build a harbour.
2. Cows.. isn't it the usual plan to irrigate? Food is power?
3. Same with non-bonus grassland.. shouldn't that be irrigated rather than mined?
 

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Good progress! :goodjob:

As to your questions

1. Irony was settled before my turnset, I think the plan with Irony was to grab the iron by settling right next to it. I agree that it is not an optimal spot.

2. Cows: as we also have a wheat in Moscow and the fastest way to get to the 5 food for a settler factory was to irrigate the wheat, mine the cow. Mine the wheat and irrigate the cow would aslo have worked, but then we would have had to irrigate all around the hills. As we were behind in REX and more settlers was prio 1, I just tried to choose the fastest way to the get the settler factory up.

3. In despotism, irrigating a grass does not do anything (the +1 food gets lost to the despotism penalty), but mining gives an extra shield (whether it is a BG or not). In republic, irrigating a grass does give an extra food.

So in republic you have options, but for the maximal shield bonus during a GA it is in fact better to mine a non-BG and irrigate a BG. If you then see the total effect of 1 BG plus 1 non-BG grass, outside of a GA, food and the shields sare the same (5f2s), but in the GA, both tiles will get 1 extra shield for a total of 5f4s (instead of 5f3s).
 
Got it, will play tomorrow. Well played, Abaddon.
So, my turnset is essentially throw out a couple curraghs, and build swordsmen to finish the last German cities?
What do we research after The Republic?
What do we buy with The Republic?
 
Had a look at the save. Much more brown, me like!

Don't build spears in our new towns, it takes too long, there are no raxes yet, and theyre useless anyway. General rule of thumb: never build spears (and certainly not in towns without a rax), unless there is a very good reason for it. 1 regular unit in a town will not cut it anyway if it comes to war, and an archer will give you more tactical flexibility than a spear. Also an archer has a larger scare value for the AI. But in despotism, a fast warrior for military police first, and then something useful like a worker, then a catapult or a rax, depending on how corrupt the town is.

In our new towns, build a worker if that finishes on growth to 1, otherwise a warrior first. But consider that we will likely revolt soon, as we have Republic in 3, in which period the towns will not produce shields, but food will get added to the box - take care that you max all towns on food during the anarchy.

Republic will not buy us anything, I'm afraid, as Portugal and Scandinavia already have it. Bummer. This puts us in a tight spot, we are behind in techs and have no trade options, except on the Germans. Our only curragh is redlined and will likely be sunk soon, as there were about 4 barb galleys W of Portugal that have already sunk our other curragh. All this meaning that we are some time away from new contacts.

My proposal would be to finish Republic, revolt immediately, or at least very soon, after the current sword builds have completed. After the revolt, run this game as a lone scientist game for a while, tech slider at 0, 1 scientist in a food rich town, not Moscow, so probably one of the towns in the E that has a wheat. Maximize income by taking care that every tile that a city uses is roaded. Buy techs for cash or gpt on the continent. In the W, Novgorod or German town should swith to a harbor then 5/6 galleys after the sword build finishes there. We absolutley need more contacts. I would also let Germany live for a while as thery're down anyway and we will have some trade opportunities with them for ancient age techs that we lack. Currency is the most important tech for this stategy. If we do not have enough income to buy that (which I suspect), that should be the next tech to research.

EDIT: send a scout with each galley and unload her on the continent on first occasion so she does not drown when the galley is sunk.
 
I don't have much time right now but:

1. Why wasn't Irony settled 1 tile west? Its now close to the coast, but will not be able to build a harbour.
At the time
1) that spot was easy to defend
2) had no "river" in the way - should germans capture irony, we'd have to attack over river.
3) It was in the range of iron, even without cultural expansion
4) it was on a hill (defensive position)

Prepare for worst :)

2. Cows.. isn't it the usual plan to irrigate? Food is power?

3. Same with non-bonus grassland.. shouldn't that be irrigated rather than mined?

I follow irrigate brown and mine green, always irrigate food sources.
 
Played five turns, until this happened:
Spoiler :
attachment.php

The red circle indicates where I was going to build a city.
attachment.php

Turnlog:
Spoiler :
Bowsling 1: Russia
Session 7, Part 1
Player: Bowsling
Load Date: 390 BC (Turn 108)
Quit Date: 270 BC (Turn 114)


390 BC:
Move most of archer stack to Berlin Diamond Mine
Build Orenburg between Abastan and Nuremstan:
attachment.php

IBT:
Germany starts to move archers and warriors back to Konigsberg
Forbidden Palace available

370 BC:
/
IBT:
RNS Moscow (CU-01) gets attacked by redlined barbarian galley, sinks it, becomes veteran

350 BC:
/
IBT:
/

330 BC:
Anarchy begins.
IBT:
Barbarian Galley appears.
Cities with buildings are fixed, Novgorod, StP, GermanTown starve

310 BC:
RNS Moscow (CU-01) sinks Barbarian galley, no promo
IBT:
/

290 BC:
/
IBT:
Berlin Diamond Mine flips! Archer stack was on gem mountain outside BDM


2 turns left in anarchy

To be continued


I will play the remaining turns later, once we've decided what to do now.
We are currently in anarchy, and will be in a Republic in 2 turns.
We have a large stack of archers on the gems by BDM, which can attack immediately and kill the regular unfortified spearman that they got from the flip.
Whatever we do, we will likely not build the city that I was going to build with the settler.
If we attack, we will likely lose Colonstan and Nuremstan, and guaranteed lose Heidelburg and Municstan. We do not have any swordsmen ATM, but when anarchy is done, we will.


So, we have to make a decision: to war or not?
 

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