CS-1 - Farmer's Paradise

Sorry about the delay - wasn't able to get to it tonight. I will play first thing after work tomorrow.
 
Inherit turn, and things look interesting! Baghdad's only got two archers in it now - the rest of the units must have gone after barbarians also. I agree that we should deal with the barbarian threat before going after Saladin, though. And, as mentioned by the other players, Ainu has walls, which means that we could likely take it, but with massive casualties. So, I guess I'll leave the units sitting on the hill until we can get a catapult there. They are costing us maintainance sitting out there doing nothing, but by the time I move them back into our borders our cat should be ready, so there's not much point. Strange to see a monastery being built so early, but I see that it's for cultural pressure. And Sina is sure right about the fact that we need more workers! Things should take a real upswing once we get construction - we should definitely use our catapult and elephant capability to its full capability. I hope we can get all the barbs and Saladin with them.

Turn 1 - No movement from either the barbs or saladin between turns. Our settler completes in St. Petersburg and the lighthouse resumes, and I'll probably let it build for a grand total of one turn before I build a catapult next turn. The workers are focusing on the road network a bit now - I want to make sure we can reinforce our saladin-border cities as well as speed up the movement of our catapults to the barb cities. I am going to chop the trees on red dot though - it will delay the founding of that city by a turn our two but the chop will help us get the catapult out quicker.

Turn 2 - Construction comes in and I start research on metal casting. Our research rate is pretty good, and it will only take us 7 turns to research it, and forges will help us get this military thing done. Another very tempting choice is a run for the Great Library (via alphabet). Could've gone either way. Contrary to what I just said, I'm going to keep working on the lighthouse in St. Petersburg and switch to the catapult when the chop comes in. I start another worker in Moscow after the confucian missionary completes.

On second thought, I switch research to Alphabet. I want to get an idea of where the AI is at tech wise - the great library would actually be a nice addition to our empire if we can grab it... Alphabet due in 5 turns. We'll have to rely on Moscow for most of our military - once the worker is done I'll probably switch it to a higher shield-output configuration.

Turn 3 - Again, no signs of life from Saladin or the barbs. However, someone somewhere shows signs of life by founding Taoism. We might be a bit farther behind in tech than I thought!


01_taoism.JPG

Taoism discovered. Hopefully we aren't TOO far behind...

Turn 4 - Confucianism spread in Yaroslavl, and the chop comes in, hitting a catapult in St. Petersburg. It only gives 20 shields, though, so still two turns to go on that. Yekterinberg founded on the red dot and immediately starts working the pasturized cows and starts production on an obelisk. Should have the ivory there connected within a couple turns (two workers in the area). This new city wreaks havoc with our economy, dropping us 20%. Depending on the tech situation, Currency needs to come real soon. In fact, I probably should have done it before alphabet. Sigh!


02_newcity.JPG

Yakterinberg founded, pulling in Ivory!...

Turn 5 - An archer suicides out of Ainu again, promoting one of our swords to city raider 2! The borders of Rostov expand, but it isn't enough to push back baghdad. The worker in Moscow completes and I start a catapult, due in two turns.

Turn 6 - Catapult #1 complete in St. Petersburg, moving toward Ainu.

Turn 7 - Catapult #2 finished in Moscow, start on #3. Alphabet comes in, and lookee, we've already researched currency. Hehe. Now, to scout up Saladin and see what there is to see on the tech front. And here is what there is to see:


03_tech.JPG

Things look good from this vantage, no?

Saladin is up Horseback Riding, Calendar, and Theology, and we have CoL, Alphabet, and Currency, and Construction (and, of course, Civil Service!). Not too shabby! Of course, he's unwillling to trade. I'm going to go for Lit. Even if a Great Library run seems out of order, a National Epic sooner rather than later makes a lot of sense to me.

Turn 8 - Confucianism spreads to Yekterinberg of its own accord - good news for us! The confucian monastery finishes in Novograd, and I believe the plan was to whip a Library there next? I wonder, is this cultural push so important? With Jumbos and Cats, we can take Baghdad soon. Real soon. However, Novograd has so much food and will soon be able to run so many specialists that I think it's worth it in any case. I start - will evaluate whipping potential after the first turn finishes. St Petersburg finishes a light house and I stick another Scientist in it. I move an axeman to the trees north of Ainu to protect the catpult that will bombard the walls from across the river, leaving the attacking units in place, as shown in the diagram. This will allow bombardment to commence one turn sooner.


04_warplans.JPG

Hannibal himself couldn't match this plan for its sheer intricacy...

Turn 9 - St. Petersburg starts our first War Elephant! I also take off one of our prophets in Moscow to get four more shields... I know we wanted superspecialist prophets, so this may be a controversial move, but there it is. Feel free to change it back! I whip the library in Novograd. :evil:

Turn 10 - The bombardment of Ainu begins! Literature also comes in, but I'll leave it up to the next player to decide if we go for the library or not. I start research on music (maybe we can get the artist?) but that is vetoable too. There are a couple catapults on the Arabian border now - they can be moved towards the next barbarian city or, if bold, they can go after saladin along with some Jumbos and Axemen. As far as I can tell, Saladin only has archers and spearmen defending. We could make short work of him. The one caveat is that we are near the expansion limit. Too much more and we'll start hitting pretty severe financial difficulties. Good luck!


05_bombard.JPG

Finally, the bombardment of Ainu begins!...


06_overview.JPG

Overview

The Save
 
I think the Great Library is a good plan, the question is where to build it. If we are worrying about barbs and Saladin, those may be turns of production we just can't afford right now. I'll look it over when I play tonight.

I have to say I love that overview shot. The angle it's at is just perfect for some reason.

Any consensus on whether to keep the barb cities we take or raze them? I tend to favor keeping them (or at least having a settler ready to replace if they are a tile or two away from optimal location) so more don't spring up while we are getting settlers out to break the fog.

Roster:
chriseay - UP
Beestar - Next!
Morred
Woebearer
Sina
Snaproll - Just Played
 
How do you get that overview shot?

As for the barb cities, we need to raze them both as they mess with the dot map. Having a settler ready is a good idea, but might not be sustainable due to bad economy.

I'd like to have the Great Library, but am not sure we can affort to spend the hammers for it.

Saladin had 2 axes and 2 archers more in Baghdad before he had them accompagny the settler. Where did he settle btw?
 
Sina said:
How do you get that overview shot?

The overview shot is done with the flying camera mode. Never has there been a greater invention for SG reports. Thunderfall mentioned it on the news page a few days back - should still be up there if you scroll down. You have to change a setting in your .ini file and the press Ctrl-Alt-F to enable it. It's great fun. A couple of us did a few shots using it in RB4 that turned out pretty well, and I used a lot in CTIV-4.
 
Ok, I think about the library. But it's 16 turns in Moscow, and I don't want to start spending those turns now. Maybe we can give a try in a few turns. I also thought about revolting to caste system for the free artist specialists in the border cities. But the cost is too prohibitive, we are better off just whipping culture buildings. We may want to use the artist (if we get him) to push back borders.

Turn 1 - Bombard Ainu more and start moving towards the other barb city. We'll leave saladin for a little bit later.

Turn 2 - Homer born in a far away land, there goes our free artist. I'm going to switch away from music to metal casting. I bombard Ainu again, probably will attack next or the one after. An obelisk finishes in Yekaterinaburg, next is a lighthouse. Moscow is building a settler to take the right spot near the barb city.

Turn 3 - A barb archer suicides on an axe outside Ainu. We also pop an iron by Moscow! I had a picture, but it didn't take. :mad:

Turn 4 - More bombardment, but still not going to attack. I want to have a chance of losing very little. I'll probably just bombard it all the way down. Goth has two archers.
civ4screenshot00794pt.jpg

Hmm a scientist in Moscow. He'll discover philosophy for us, which would be good for pacifism, but the academy would also be nice. I decide to go for the tech. I then switch to pacifism, which saves us 3 gold a turn.

Turn 5 - Suicide a couple of cats on Goth, one withdraws. I then attack with my axe and he defeats the first archer with no injury. Barring a miracle result to the barbs, I'll take it next turn.

Turn 6 - I take and raze Goth. We get a free worker! There will be a settler heading that way next turn to fill in in a better spot.

Turn 8 - Start on Ainu, and first thing our CR II sword dies. ARG! I end up taking it with only the loss of a suicide cat and the sword. It get razed too, with another settler starting this turn in Moscow to take it's spot.

Turn 10 - Metal Casting comes in, I'll leave it for the next player to decide on the next tech choice. There are a bunch of units heading towards arabia and a bunch in place healing near the old barb cities. There is also a settler by the old goth waiting to found a new city next turn.
 
Hey guys,

That was weird - this thread only showed up on my User CP today as being updated, though looking at the dates, chriseay finished on the 22nd.

Actually, I'm out of town this weekend - could someone swap with me? I'd really appreciate it -- thanks,
 
beestar said:
Hey guys,

That was weird - this thread only showed up on my User CP today as being updated, though looking at the dates, chriseay finished on the 22nd.

Actually, I'm out of town this weekend - could someone swap with me? I'd really appreciate it -- thanks,

No biggie, it's a little weird sometimes. We'll go on to Morred and fit you back in (or just wait till your next turn) when you get back. Here's the updated roster.

Roster:
chriseay - Just played
Beestar - Out of town skip/swap
Morred - Up now
Woebearer - On deck
Sina
Snaproll
 
Sorry, had a busy day yesterday, basketball finals and such (heehee, we only let them score four goals) and plus the power cord of my regular computer has some live wires and thus doesn't work (and my battery has 2 minutes left). So I'm going to see how this computer handles it, thanks for bearing with me.
 
Morred said:
Sorry, had a busy day yesterday, basketball finals and such (heehee, we only let them score four goals) and plus the power cord of my regular computer has some live wires and thus doesn't work (and my battery has 2 minutes left). So I'm going to see how this computer handles it, thanks for bearing with me.

Yikes! Good luck with that computer. Don't let CIV electrocute you. :mischief:

Just let us know whether you can play or not.
 
Save and whatnot coming later:

Turn 155 (900 AD)
Rostov begins: Forge
Rostov begins: Courthouse
Morred: Everything else looks fine, end turn
Research begun: Horseback Riding
Moscow finishes: Settler
St. Petersburg finishes: Granary
Novgorod grows: 6

Turn 156 (920 AD)
Research begun: Calendar
Moscow begins: Granary
St. Petersburg begins: Courthouse
Morred: I let out newly built settler sleep, upkeep costs are steady enough as is
Yakutsk founded
Yakutsk begins: Obelisk

Turn 157 (940 AD)
Axeman defeats (2.60/5): Barbarian Warrior
Moscow finishes: Granary
Yekaterinburg finishes: Lighthouse
Axeman defeats (4.15/5): Barbarian Swordsman

Turn 158 (960 AD)
Moscow begins: Forge
Yekaterinburg begins: Courthouse
Axeman promoted: Woodsman I
Moscow grows: 11
Yaroslavl' grows: 5

Turn 159 (980 AD)
Axeman promoted: Woodsman II
Yekaterinburg grows: 4

Turn 160 (1000 AD)

Turn 161 (1010 AD)
Tech learned: Calendar
Moscow grows: 12
Rostov grows: 4

Turn 162 (1020 AD)
Research begun: Drama
Novgorod grows: 7
Yaroslavl' finishes: Library

Turn 163 (1030 AD)
Yaroslavl' begins: Worker
Moscow finishes: Forge
Ptolemy (Great Scientist) born in St. Petersburg
Axeman defeats (3.70/5): Barbarian Archer

Turn 164 (1040 AD)
Moscow begins: Market
Morred: Great Scientist born in St. Pete's. He can be used to discover paper, which may be useful. I'll leave it up to the next person.

Note: I did lose count of turns, so I may be a little off (I would have taken less, not extra). So Woe, feel free to play up to a nice round number.
 
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