CS-1 - Farmer's Paradise

Yep. Hope I didn't sound negative ... maybe more "fearful" :D

I'm going to look at the save tonight, but before then, I wouldn't mind getting some feedback for the rest of the team ....

My thinking is to build up the military with axemen, push back fog of war, and plan to reconquer Novgorod. Do we need to start on a settler for a fourth city within my ten turns? I assume not, but maybe my standard play style is too conservative ...

Finally, good work on getting Oracle and the Pyramids, with all the slingshots and Great People timed properly!
 
If those barbs work a floodplain, the city will grow in 8 + resistance and a new archer will take 25 turns. If barbs don't get benefits that is.
I'd say connect the copper to the river, build barracks in Moscow and then axes, axes and axes. St. Petersburg can produce some fogbuster axes.
Throw in an archer or better two for defense in both cities as well.

After that it's time for 2 new settlers and then infra, I think.

I haven't had a city taken by barbs yet, so I'm not really sure just how much it sets you back. I'm usually rather paranoid about barbs and never have a city with just 1 warrior.
See what a variant can do to you! :lol:
 
We've got the problem that the city is on a hill, otherwise we could probably take it back with 3 axes. I'm guessing 5 or 6 since it is on a hill, though the ones from St. Pete do come with a promotion. We can probably let Moscow grow into unhappy and then whip a barracks for 2 pop, effectively only wasting one (which will come back quickly enough. I think it's very important we start on more settlers, probably at the end of your turnset beestar, or the beginning of the next. We've got to get our cities out there and farmed up. :)
 
Humiliated by its defeat at the hands of barbarian archers, the Russian Empire ceased its development of cultural edifices and began pouring all of its energies into war. The technology of the amazingly strong alloy "bronze" enables an army of axe-wielding soldiers to be built and sent to patrol the distant corners of the empire.


PRETURN (500BC). Copper was already connected, though I don't understand why. Is it sailing that connects it? Moved one of Moscow's two warriors northwest to forestall the barbarian warrior there. I can defend in the forest with as good odds as defending in the city, and get the warrior to attack us instead of pillaging. St. Petersburg's axeman is sent to the south to fogbust and serve as distant early warning.


TURN 1 (475 BC). Pyramids are completed in Moscow, and barracks are next. The mine was finished in St. Pete and worked. The St. Pete worker starts to irrigate a plains tile to give us 2F/1H/1C as a slight improvement over a grasslands forest. Plus, farmer's paradise.


TURN 2 (450 BC). St. Pete completes an axeman and another is begun. Our advance guard warrior NW of Moscow is defeated, leaving Moscow protected only a single warrior. The barbarian warrior has been knocked down to 0.2 health, but now stands right next to Moscow!


TURN 3 (425 BC). One unlucky roll could still destroy Moscow and turn this thread into a firestorm :D . I've never been so nervous about a battle with a 99% chance of victory ... fortunately, we win. To celebrate, barracks are completed and an axeman begun. The Moscow worker is set to build roads toward St. Pete to accelerate troop movement. There's a barbarian archer to the southeast that was injured down to 2.5/3.0 strength - was he fighting Saladin?

farmer1.jpg


TURN 4 (400 BC) The St. Pete axeman is moved to the north to stand on a hill and see incoming barbarians.


TURN 5 (375 BC). Barbarian spotted to the northwest of Moscow. An axeman is sent northeast to protect that frontier


TURN 6 (350 BC). Bede reports that the Arabs are the world's most advanced empire; we are third. St. Pete's has grown and is unhappy as predicted. I'm going to wait one turn to put some hammers into our axeman build before whipping down our population. Moscow has produced another axeman and this one is sent south to guard that frontier.

An axeman to the north is promoted to Woodsman I and planted next to the barbarian warrior to invite attack. If we win, Woodsman II may be useful for greater mobility and future scouting-with-axeman.

farmer2.jpg
farmer3.jpg

TURN 7 (325 BC). Even the bloodthirsty barbarian AI declines to attack an axeman with a warrior: the barbarian heads towards Moscow and our roadbuilding worker instead. Moscow's new axeman is sent to greet him. St. Pete's whips an axeman. Oops - miscalculated whipping penalties and and St. Pete's is now in the red because of -2 "We can never forget your cruel oppression".




TURN 8 (300BC). St. Pete's has forgotten our cruel oppression and is happiness-neutral again. Iron Working is researched, and ... iron is discovered within Moscow's fat cross! A worker is sent there to start the mine. Saladin adopts Organized Religion, and I switch research to Monotheism for a future revolt to Organized Religion as well.

TURN 9 (275 BC). Novgorod has 3 barbarian archers and the AI dispatches one of them toward Moscow. I move in an axeman. In the north, we attack the warrior in the forest with an axeman and win easily.

TURN 10 (250 BC) Our aggressive axeman is promoted to Combat I and then attacks the Archer, killing him. Great Prophet Mahavira is born and sent to St. Pete's to found the Kong Miao.



So ... Novgorod has grown to size 2 and is defended by only two archers now. I notice that Saladin has put down a city just south of Novgorod, possibly threatening our attempt to cut off the southwest.

farmer4.jpg

(Note, I have not revolted to a different civic - didn't want to stall production while we were thin on defense)


So now, several axemen stand guard on hills around our empire for maximum visibility, and we are well defended from barbarians (perhaps too many axemen at the cost of not developing infrastructure, but at least they will last us for a long time). For now, some of our axes can be pulled to conquer Novgorod - definitely the one north of the iron can go - and Swordsmen will be available soon.

The citizens of Novgorod cry out for liberation ...
 
Okay I'm up, just a question...did we actually revolt to Representation? I think we didn't, as St. Pete's certainly wouldn't have gone under happiness problems otherwise. I'll make sure to do that ASAP, Novgorod should be taken during my turnsets too.
 
Morred said:
Okay I'm up, just a question...did we actually revolt to Representation? I think we didn't, as St. Pete's certainly wouldn't have gone under happiness problems otherwise. I'll make sure to do that ASAP, Novgorod should be taken during my turnsets too.

beestar said:
(Note, I have not revolted to a different civic - didn't want to stall production while we were thin on defense)

There's your answer! :p I agree with beestar's decision to wait on the revolt though, as it now looks like we are much better suited in the military department. Revolting now should be alright.
 
Sina said:
Looks like we have to settle green dot immediately. Saladin has already stolen our cows. :(

I wonder if when we take Novgorod back, if we are strong enough, if we could get away with a war with Saladin to just either take or destroy that city. No offensive goals...just defending what our dotmap (how saladin didn't respect that, I don't know ;) ) says is ours. It might be something to think about.
 
Note that right now about 6-8 turns from our next population growth, so there's some flexibility about when to revolt to Representation (maybe simultaneously with Organized Religion if that saves us a turn of anarchy?)

Also I forgot to mention that most Axemen have not yet been promoted
 
Okay, this is the first time I’ve used the auto-logger, so wish me luck :P
I usually will only use it for reference; however, I managed to lose my notes while playing and so I’m forced to use it.

----------------------------New entries----------------------------
Turn 105 (250 BC)
I revolt to Representation

Turn 106 (225 BC)
Axeman promoted: Combat I
Axeman promoted: Cover
Axeman promoted: City Raider I
Axeman promoted: Cover
Axeman promoted: Combat I
I notice a new barbarian city, which messes with our dotmap.
CS1.jpg


Turn 107 (200 BC)
Axeman promoted: Combat I
St. Petersburg finishes: The Kong Miao
CS11.jpg

Moscow finishes: Library
St. Petersburg finishes: Axeman

Turn 108 (175 BC)
Moscow begins: Confucian Monastery
Axeman promoted: Combat I

Turn 109 (150 BC)
Moscow begins: Swordsman
Tech learned: Monotheism
Moscow grows: 8

Turn 110 (125 BC)
Research begun: Mathematics
Moscow finishes: Swordsman
Axeman defeats (2.60/5): Barbarian Archer

Turn 111 (100 BC)
Moscow begins: Swordsman
Swordsman promoted: City Raider I
St. Petersburg grows: 5

Turn 112 (75 BC)
Moscow finishes: Swordsman

Turn 113 (50 BC)
Moscow begins: Confucian Monastery
Swordsman promoted: City Raider I
Moscow finishes: Confucian Monastery

Turn 114 (25 BC)
Moscow begins: Confucian Missionary
Finally, it is time for us to grab our city back, I think two swordsmen and a bunch of axemen should do the trick.
Swordsman defeats (0.30/6): Barbarian Archer
I decide to soften up the next archer…well I don’t really decide, if I didn’t I would be in trouble.
CS12.jpg

Axeman loses to: Barbarian Archer (0.84/3)
Axeman defeats (4.00/5): Barbarian Archer
Captured Novgorod (Barbarian)
Novgorod begins: Obelisk
The reason I’m building the obelisk is so we can start contesting borders with Saladin.
Moscow finishes: Confucian Missionary
St. Petersburg finishes: Confucian Temple

Turn 115 (0 AD)
Moscow begins: Settler
St. Petersburg begins: Work Boat
Swordsman promoted: City Raider II
I suggest once our little stack heals we send them to the other barb city which is south of St. Pete’s. We need to raze it though as it ruins our dot map. I have Moscow building a settler; we should settle the green dot ASAP. And make sure green dot has at least two axemen defending, who knows how many barbs have spawned in that fog.
Note: Because of us attacking Novgorod, I was hesitant to switch to Organized religion, plus the upkeep may hurt. Feel free to do it though.
Also, we need to build at least two more workers in the next 20 turns.
 
1AD (Preflight) - A few of our food resources aren't hook up yet, but I can get to that soon enough. Send some troops over to the barb city to take it down.

75 (3) AD - Start Monestary in St. Pete. Spread Conf to Nov.

100 (4) Finish Settler in Moscow, start in on Parthanon (14 turns). If we do get it we will have that much more GP production, and if we lose it we will have finances to run high research that much longer.

125 (5) Math --> Pottery.

175 (7) Pottery --> Currency Really need to find some other folks, so we can tech trade and have some jucier trade routes. Once our green dot city is able it can produce a work boat to explore more of the coast to the east.

200 (8) Found Rostov on green dot. Another Barb city rears its ugly head west of Rostov.

250 (10) We lose the Parthanon, but gain a big wad of 219 gold for our troubles, well worth the six turns of production. Adjust reserch to 100% and switch Moscow production over to a missionary to send to Ros. Switch it to have three specialists.

Here is the Rostov situation....

Civ4ScreenShot0000.JPG

View attachment 116957
 
Is that 100 turns on the library, or am I seeing things again?

Anyway, we really need to start culturally pushing back Baghdad, start building some Obelisks and Libraries/Theatres in there if we can.
 
Got it an will have to play soonish.

Bhagdad is really annoying me and I would like to see it razed!! But no worries, I won't start a war immediately. I think we need to get more cities up asap. 4 cities in 250AD is not good.

I think Saladin is as annoyed as I am and might come after us rather soonish. So a few spare axes at his borders are a must to have as well.

Sooooo much to do and so less time! :eek:
 
88 turns, that's what happens when you have 1hpt....

BTW, was messing around with the farmer's paradise concept on a single player game, thought you'd like to see my capital:

Civ4ScreenShot0001.JPG

I wonder where I'm putting my Oxford:rolleyes:

Of course I screwed it up, I went through a lot of trouble to secure my hydra, and put my Great Library and National Epic there like a numbskull....
 
(0)250AD:
There are 2 Axemen and 4 Archer in Baghdad. Oh well!
I check the dot map against the barb cities. It looks like we'll have to settle light yellow dot and dark red dot next. The others are inaccessible before we get rid of the barb cities.
Mm Moscow to get growth next turn.
Hit enter.

(1)275AD:
Moscow: Missionary -> Axe, reassigning the priest.

(2)300AD:
St. Petersburg: Worker -> Sword

IBT: Archer at Ainu suicides.

(3)325AD:
Moscow: Axe -> Settler
Saladin has a Settler in Baghdad.

(4)350AD:
St. Petersburg: Sword -> Lighthouse for 1 turn (growth)
Rostov gets Confucianism.

(5)375AD:
Currency -> Construction (for cats and elephants)
Novgorod: Grannary -> Monastery
I chose this because it's cheaper and has the same culture as Library. We can build this and then whip the Library to get the most culture the soonest (I think).
Christianity is FIDAL.
Change St. Petersburg to Settler.

Argh! Ainu got walls. I'll not attack now. It's on a hill as well. Fortify the troops next to it and move one Axe to dark red dot.

(7)425AD:
Moscow: Settler -> Worker, send Settler to light yellow dot.
Great Prophet born in Moscow and joined it right away.

(9)475AD:
Found Yaroslavl on light yellow dot and steal a farmed floodplain from Moscow. Set production to Library.

IBT: Archer from Ainu suicides.

(10)500AD:
Moscow: Worker -> Missionary
I leave him unmoved as there are 3 possibilities for where he should be put to work.

Settler in St. Petersburg will be ready next turn. I forgot to chop dark red dot though (went for a pasture instead), my bad. :blush:

Construction in 2 and Elephants are within reach soon. The horses have a pasture, but no road. We need more workers!

Saladin's settler moved to the east. I couldn't see a city yet, though.

We have 2 swords and 3 axes at Ainu. I'd wait for cats though. It's a tough nut to crack. I haven't investigated the other barb city yet due to lack of troops.

View attachment 116974
 
Hey guys, looking good. Some more consolidation and barb taking out and we'll be ready to do something with Bagdhad. At least I hope so....

My plan would be to get out as many settlers and workers as we need to fill up our half of the continent (as well as military to deal with the barbs) and then take on Saladin if we can. Taking him out won't be necessary, but I'd like to assert our dominance over the area. This is only if we think we can win a war of course.

We're flying now, here's the roster.

Roster:
chriseay - On deck
beestar
Morred
Woebearer
Sina - Just played
Snaproll - Up Now!
 
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