CS-1 - Farmer's Paradise

Heh, I just played from swap with Morred, I think Sina is up now....

(wonders if Morred is past out drunk in a ditch somewhere......SPRINK BREAK WOOOOOO)
 
Woebearer said:
Heh, I just played from swap with Morred, I think Sina is up now....

(wonders if Morred is past out drunk in a ditch somewhere......SPRINK BREAK WOOOOOO)

Hmm, you sure got me paying attention this morning! ;)

Cool Sina on playing tomorrow.
 
(0)1570AD:
I'm surprised that Baghdad is still there and that I still have to check the spelling.
I'll wait with changing civics until the next GP is born in 4 turns. I lower science to 40% at +59gpt. Gunpowder still in 4 and it's a good opportunity to collect the cash to uprade the maces when Chemistry comes in.

(1)1575AD:
Moscow: Cat -> Bank
St. Petersburg: Grocer -> Caravel. There is a barb Galley destroying our nets and we don't have any guard! :eek:
Yaroslavl: Missionary -> Missionary

(2)1580AD:
Rostov: Knight -> Knight
Orenburg: Worker -> Forge

IBT: Hatty wants Theology. She's backwards and annoyed, so I give in.

(3)1585AD:
Rostov: Knight -> Knight
Yaroslavl: Missionary -> University
Yekaterinburg: Forge -> Granary

IBT: Barb Galley attacks a Caravel I found somewhere and dies.

(3)1590AD:
Gunpowder is in.
Moscow: Bank -> Cat
St. Petersburg: Caravel -> Work Boat
Vladivostok: Granary -> Forge
Sinan is born in Moscow and sleeping for now.
Change civics to Free Market and Free Religion.

(4)1595AD:
Order is restored again.
MM here and there and science is now at 70% at +39gpt and Chemistry in 6.

(5)1600AD:
Moscow: Cat -> Cat
Rostov: Knight -> Musket (building 2 for each stack)
Apache: Granary -> Lighthouse
Where are those Caravels in Rostov coming from and what's the plan for them. Can't remember that being descibed in the last report so will put them somewhere at our coast.

(6)1605AD:
Moscow: Cat -> Musket
St. Petersburg: Workboat -> Cat

(7)1610AD:
Moscow: Musket -> Cat
Rostov: Musket -> Musket

IBT: Capac wants to get Gunpowder for Divine Right and gold...no deal.

(8)1615AD:
Moscow: Cat -> Musket
St. Petersburg: Cat -> University
Yakutsk: Library -> Harbor

IBT: JC wants OB and I realize that I forgot to check for that. I'll leave it to the next player now.

(9)1620AD:
Moscow: Musket -> Cat
Rostov: Musket -> Harbor
Yaroslavl: University -> Market
Apache: Lighthouse -> Harbor

(10)1625 AD:

Chemistry is in and Scientific Method in 7.
Moscow: Cat -> Grenadier
Yekaterinburg: University -> Harbor

There is enough money in the bank to uprade the few Maces we have and an Axe or two. The attack stacks are ready then and the war can begin right away. Have some fun with Saladin!
We might want to whip/build a few defenders for home as well though. We don't really have any defence at the moment.

Sorry that I played turn 3 twice. Turning the page after the first one and didn't count on correctly then. I never noticed as 1625 was the natural finish date. :)

View attachment 119739
 
Good turns Sina! Looks like we're finally ready for a war. What's Saladin defending with now, if we can see anything? Still longbows or is he up to muskets or grenadiers? I'm hoping it's bows!

Roster:
chriseay
Beestar
Morred - skipped for being mia
Woebearer
Sina - just played
Snaproll - up now
 
He's got just Longbows,WE and I think I also saw a Pike which is a problem for our Knights. But that is about the only problem. Moscow produces a Gren in 2 turns and we have 5 maces that should be upgraded. Rostov should also be set to produce units after the harbor finishes next turn. It is a fast producer as well.
 
The caravels were returning to load up potential missionaries and spread confusism, to help defend against a sea assault from Sal once we go to war, or to deal with any barb galleys in the area. In general, they were better uses for them than busting sea fog or scouting far off cities, so I sent them home for the time being.
 
Yep, that's what I was thinking about the Caravels too after we traded for all the maps.

P.S. I remember seeing two macemen in Saladin's territories back in my turnset.
 
Good. Then I didn't miss something obvious. One is just outside Rostov and the 2nd one is at the southern tip of our continent. Might want to recall that one then.

Before I forget to mention that again...I'll be on holiday from 23rd thru 29th. No computer, just drinks and sightseeing. :beer:
 
Obviously, I didn't get to this last night. I ended up having to work very late. I WILL get to it tonight!
 
Snaproll said:
Obviously, I didn't get to this last night. I ended up having to work very late. I WILL get to it tonight!

No problem Snaproll! I'll be looking forward to your report.
 
Inherited turn. We are certainly ready for war! Nice set up Sina! I trade Economics to Hayuna Capac for Divine Right and 480 gold, and I change research to Nationalism. I'd like to get the Taj Mahal. With all the new gold I bump research up to 90% - Nationalism will only take 4 turns. I wanted to make this trade before declaring on Saladin, as it will likely make Hayuan mad, seeing as they are the same religion.

trade.JPG


I immediately declare war on Saladin and move troops into position. End turn.

Turn 1 - Defenses in Baghdad bombarded down to 11%, no counterattacks from Saladin.

Turn 2 - I finish bombarding the walls in baghdad but I forgot to upgrade macemen to grenadiers, so I'll have to attack next turn. Whoops. I start bombardment in Khurasan as well. I notice that we don't have a forbidden palace yet, wich is understandable given our nice layout. Certainly something to put in Saladin's lands when the time comes.

Turn 3 - Saladin pillages a few meaningless tiles. Baghdad falls, although the battles went a little worse than I would have hoped, as we lose a city raider 2 grenadier despite 90%+ odds. Sigh. I finish bombarding the walls in Khurasan.

baghdad.JPG


Turn 4 - Saladin counterattacks Baghdad but doesn't manage to kill any units. There are several macemen and catapults of his in the area. Khurasan falls with no losses.

khurasan.JPG


Turn 5 - Saladin puts on another counterattack at Baghdad and loses again, but he's stalling our attack by all the damage he's doing. One of his caravels kills our southern caravel, so I'm moving some ships down there. We should start on a bit more Navy, for sure. Nationalism comes in, and I select Replaceable parts next, dialing back our research rate a bit. We could use lumbermills. War weariness is rearing its ugly head in Moscow and St Petersburg. I start a collosseum in Moscow and a Theatre in St. Petersburg to combat these effects.

Turn 6 - Our troops are just resting a bit before moving out. I also notice our great engineer in Moscow - I believe he would be best used to rush Versailles a bit later on.

Turn 7 - Maybe I'm being to cautious, but our troops still aren't healed. Next turn I should be able to move out.

Turn 8 - We pop a great Merchant in Novograd, and I think a trade mission is his best use, so I send him West to get on a boat. I notice we had a great artist there too! So we had a prophet, an artist, AND an engineer lying around? That's pretty funny! I'd like to join the prophet and the artist for a golden age, but I don't know how to make it not use the engineer and the merchant. Anyone know?

I still think the engineer needs to rush Versailles in newly conquered lands, no doubt. I like a trade mission with the merchant. I don't see a need for a culture bomb since we are going to wipe Saladin out completely. So, once the merchant and engineer are used up, I strongly suggest a golden age after that.

Our troops move out :hammer:

Turn 9 - The @%#^# caravel in the south kills it's THIRD one of ours, despite heavy odds in our favor. Ugh. Our Merchant loads up on a caravel and heads out.

Turn 10 - Our troops are moving into position to capture two more cities. I suggest rushing Versailles in whatever city we are about to capture with our southern stack. Have fun

north.JPG


south.JPG


Consolidated suggestions:

- Research Constitution next - we need to build some jails
- Rush Versailles in the city indicated
- Once Merchant finishes trade mission (and engineer pops Versailles) start a golden age with Artist and Prophet?
- Start lumbermills once replaceable parts finishes up

Save Game
 
Great to see the war finally started! Been waiting for this a good while. :goodjob:

About research...I thought we had to go with the beeline for Biology because of the variant rules. If not, I would have gone towards Military Tradition already in my turnset. We are Russian after all and Cossacks rock.

I agree on the trade mission for the Merchant and Versailles for the Engineer, but would wait with the GA until we are out of war and all our new cities are out of resistance.

I'd suggest to keep all stored GPs in the same location, so that we have don't lose track.
 
Sina said:
About research...I thought we had to go with the beeline for Biology because of the variant rules.

Ack. that was a complete oversight on my part.... Whoops. I'm sorry about that.
 
Snaproll said:
Turn 7 - Maybe I'm being to cautious, but our troops still aren't healed. Next turn I should be able to move out.

You know, I always let the troops heal completely before moving on the next target. I'm not sure this is the best move, but it seems that odds decrease exponentially with damaged units. All anecdotal though.

Snaproll said:
I'd like to join the prophet and the artist for a golden age, but I don't know how to make it not use the engineer and the merchant. Anyone know?

In my experience this is some kind of bug with the game. Even choosing the two you want to use does not always use the two you want to use. :eek: The best work around I've seen is take those great people you'd like to save and expend their movement points for the turn, then launch the GA. I haven't tried this myself though.

Sina and Snaproll said:
About research...I thought we had to go with the beeline for Biology because of the variant rules. If not, I would have gone towards Military Tradition already in my turnset. We are Russian after all and Cossacks rock.

Ack. that was a complete oversight on my part.... Whoops. I'm sorry about that.

Yeah I don't think we ever figured how strict we wanted to be on that, but we are fairly close now. I'll take a look at it when I play, should be later today, and decide whether Snaproll's suggested path is better than a beeline to biology.

Great turns Snap! I'm gonna have fun with this war. Do we have enough troops to knock Saladin out completely?
 
chriseay said:
You know, I always let the troops heal completely before moving on the next target. I'm not sure this is the best move, but it seems that odds decrease exponentially with damaged units. All anecdotal though.

Yes, I do that as well. I think it has advantages and disadvantages. It drags our wars longer than strictly necessary, but you are safer. Just my impression.

chriseay said:
Yeah I don't think we ever figured how strict we wanted to be on that, but we are fairly close now. I'll take a look at it when I play, should be later today, and decide whether Snaproll's suggested path is better than a beeline to biology.

I much prefer the research as it was done by Snaproll. If it's not a strict beeline, I'd prefer Constitution and MT before Biology. Probably even Rifling. We could use all of those being at war while still keeping the benefits of the Monasteries.

BTW: I forgot to mention it and just remembered. We need to whip a Christian Monastery before Scientific Method finishes. I don't think we have one yet.
 
I remember storing away that Great Artist many turnsets ago when it looked like we were going to attack Saladin with Swordsmen :)

Are Jails useful? I've never built them in my games, usually I just raise the culture slider.
 
Inherited Turn - Alright, we're at war. I figure I'll just keep on our research path from before, and we'll go for biology after Replaceable Parts and Military Tradition. I also hit the culture slider up to 10% help with the war weariness. We're still at 1 turn for Rep. Parts.

Turn 1 - Workers everywhere start on lumbermills! Many are nicely positioned by Snaproll. The great merchant and caravel are heading towards Beijing. It seems like the best city that we have open borders with. I start the bombardment of Narjan, but will wait till next turn to attack. The city had 125% cultural defense! This is the city in the south.
damscuspre2os.jpg


Turn 2 - There are no counter attacks in the interturn, I think Saladin is running out of steam. Caesar comes with this deal, and I say no way.
caesar7st.jpg


Two cats suicide on Najran, with one surviving, and then through suckiness of the RNG I don't take the city. There are two weaks Longbows left, so hopefully I'll be able to take it next turn. In other news, at Damascus the RNG loves me. We take it with no losses.
damascus7xh.jpg


Turn 3 - The turn starts with the capture of Najran, splitting Arabia in 2. Our forces in the North are weak at best, so I'm going to hold off and send most reinforcements there. I've also upped the culture slider to 30%. War weariness is tough. I decide to check the trades available, and get silk + spices from Caesar for ivory + dyes. I get fur + incense from Mao for the same thing from us. This allows me to lower the culture slider to zero, and Military Tradition is now 4 turns rather than 7!

Turn 4 - Stack is healing in Damascus, 3 turns, and then it will move south on Basra and Medina.

Turn 6 - Mao comes asking for Chemistry. I think I don't want to give it to him, not sure of this idea though. I don't, but what does everyone else think?

Turn 7 - Military Tradition comes in, now we go to Biology. First up is Scientific Method. I start moving the southern army towards the twin cities, though I may not be able to take them in my turns.

Turn 9 - I may take 3 cities on my last turn. We should have at least Basra, and possibly Medina and Kufah.

Turn 10 - Ok, this might be a hell of a last turn. Firstly is this...
taj6fr.jpg


Then this, no losses!
kufah7gs.jpg


Then this, again with no losses.
basra2ls.jpg


And then this.
medina2bz.jpg


What an amazing turn. Just some consolidation and healing and we should be able to get rid of Saladin completely.
 
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