CZ2=-=-= DyP Earth Assault

@Kuningas Splendid work grabbing us free techs and getting new cities up :thumbsup:

@Doc Actually you have 10 turns, first 2 players have 20 since they really lack much action (besides scouting). On the one hand, I agree that we DON'T get Golden Age until middle of the Middle Ages or around Cossack time. This just gives us a great big leap of power when necessary (plus getting tanks FIRST is key!). I really would like to get the GL, but I can see where you're coming from with the Sphinx. However, Sphinx only lasts until mid-middle age times. GL also lasts that long, but techs are traded and earned much quicker when all the civs are compacted together like this. What I'm trying to say is GL is still what I would want, but the team would need to speak their mind too.
So I guess:
Sphinx 1
GL 1
 
For those of you new to DyP, here are the stats for both wonders...
Sphinx: free barracks in all cities on same continent until end of middle ages (whoops)

Great Library: requires a library to build, so no cascade (like in TJO2 :D) and gives us techs until middle of the middle ages (Ottomans, Chinese, Indians and France will probably be pumping out the most tech besides ourselves)

Also, I think we should try to get to monarchy soon after we decide so our workers can get going quicker. Getting them to max out shield output and build them roads is going to be essential soon!
 
:blush: well, to tell the truth I already played 20 completely uneventful turns :spank:

Just enjoyed those peaceful times after playing only FoR and Middle Ages for weeks....


The Save


Cz02- 2190BC

Inherited:
Ok, we have solid Tech lead, and could get lots of gp for Techs. We have no Luxuries connected. We lack Military. I want the Sphinx (unmodded Sun Tzu’s, but will expire at start of Industrial). I also want Angkor Wath, and since we seem to lack Incense, I also want the Circus Maximus. I want no EXP wonder (Stonehenge!), otherwise we cannot build any SCI wonders without triggering an unwanted GA.
I cancel the road to Iron, we need cheap Warriors for MP. Also, Warriors count as ‘offensive’ forces, and will deterr other Civs. Change Kiev to Warrior, the Spear will take too long. St. Petersburg to Monument, needs culture expansion. Giving Moscow one more river tile doesn’t change anything for growth and production, but we’ll get Caste System in 3 instead of 4.

Enter.

Turn 1: 2150BC
Scouts scout, Workers work.

IBT: Moscow (Clan) -> Warrior
Kiev (Warrior) -> Barracks

Turn 2: 2110BC
Scouting, working.

Several AI Civs are researching Urbanisation, so I sell it around:
Urbanisation to Babylon for 60gp, to Spain for 20gp, to India for 50gp + 3gpt, to Ottomans for 60gp. The others are too poor or too backwards.

IBT:
Caste System -> Iron Working
Moscow (Warrior) -> Wiseman

Turn 3: 2070BC
Contact the backwards Egypts. Contact England, sell them Urbanisation for 50gp. Hut in Siberia gives a map.
With the MP in Moscow, I can drop Lux to 10%.
I dare to rename the cities geographically correct. St. Petersburg is now Kiev, and Kiev Kaliningrad – IMHO this really helps on world maps.
IBT: Nothing

Turn 4: 2030BC
More scouting, more working.

IBT:
Moscow (Wiseman) -> Clan

Turn 5: 1990BC
Research time drops to 28 (was 33).
Scouting, working.

IBT:
Horses connected.
England wants us to leave.

Turn 6: 1950BC
Contact the broken and backwards Zulu.
25gp from a hut.

IBT:
English start Colossus
Germans show us their brandnew Chariot.

Turn 7: 1910BC
Contact Arabs, buy a Worker for Urbanisation and 30gp.

Turn 8: 1870BC
Found Astrakhan. *Hint: Wherever possible, found cities on Hill tiles, the get 2spt in the center tile*
Set to Warrior.
Contact the incredibly backwards Malinese.
Spain, India and Babylon are at tech parity.
Max Moscow for Commerce (IW at 17 now).

IBT:
Furs connected.

Turn 9: 1830BC
Maxing everything for Commerce results in IW in 14.
Arabs and Ottomans are at Tech parity, too.

IBT:
Moscow (Clan) -> Warrior
Kiev (Monument) -> Archer

Turn 10: 1790BC
Upgrade the Tribal Guard in Moscow for 20gp.
Lux to 0%

Turn 11: 1750BC
Zzzz

IBT:
Moscow (Warrior) -> Granary; culture expansion

Turn 12: 1725BC
The Vandal tribe teaches us Mathematics (currently participating in RBC12D-Vandals :D ), monopoly on that.

IBT:
Astrakhan (Warrior) -> Wiseman

Turn 13: 1700BC
Zzzz...notive a problem: I don’t know the large map, but if it’s designed the same way as the huge one, we’ll have no Gold.

IBT:
Kiev (Archer) -> prebuild for Forge

Turn 14: 1675BC
St. Petersburg founded (Warrior)
Find Gold far away in Siberia – next Settler should march there.
Still have a monopoly on Mathematics.

IBT:
Spanish start Hanging Gardens

Turn 15: 1650BC
Scouting (knowledge of the map is vital for our variant), Zzzz otherwise.

Turn 16: 1625BC
The Scottish tribe gives us Writing

Turn 17: 1600BC
Everyone in the premiere league knows Mathematic, so I sell it to the Egypts for 30gp + 2gpt, and France for 20gp.


IBT:
Moscow (Granary) -> Clan

Turn 18: 1575BC
We’re Score leaders for the first time (was Mongols before). We are also #1 in Power and Culture since several turns.

Spain must be reseaching Writing, they offer only 50gp (of 430); all advanced Civs know Weaving, so I trade Writing to England for Weaving and 60gp, to Ottomans for 160gp, to Babylon for 80gp, to India for 80gp (at least they turn polite), to Arabs for 30gp +2gpt.
There are 2 Sheeps in Scandinavia, we should get a Settler over there soon.

IBT:
Culture expansion in Kiev
Kaliningrad (Barracks) -> Worker
St. Petersburg (Warrior) -> Clan

Turn 19: 1550BC
Grr...there are 2 Mongol Champions next door, hope they don’t make trouble.

Turn 20: 1525BC
Raise Lux to 10%, since Moscow will grow this turn.

I’ll stop here, so the next player will start with 1500BC.


Gathering of Russian Soil:
Russia_1525BC.jpg


Question for the experts: How can I influence the size the image is displayed? Inserting 'width' or anything else in the
i]
 
Notes for the next player(s):
  • Switch Kiev to Forge as soon as IW comes in, then Palace prebuild for the Sphinx. I’m not entirely sure if we need Barracks for the Sphinx, please check this.
  • If possible, don’t fight before Knights. Especially Swordsman aren’t worth it, they are pretty useless against Spears with Def 3. So unless someone attacks us, it’s better to not connect our Iron, allowing cheap Warriors for MP duty. In general, since we have a Horse UU, we should concentrate on Knights etc, plus some Horse Archers for defensive bombardment; they all upgrade to Cossacks, and we want a lot of Cossacks.
  • Forget the Gold for the moment, don’t think we’ll make it there before the Mongols, but keep in mind it’s a really crucial strategic resource, making the Mongols a prime target – unfortunately, they’re likely to have Keshiks then.
  • Research: Obvious. Dynasticism, Literature, Construction (enables Mining). I always advertise to head for Theology next, since I love the Angkor Wath wonder, but the upper tree may be needed for military.
  • We have an easy shot for the Great Library as well even at Kiev, since it requires a Library as prerequisite, thus cascading isn’t possible. Nevertheless, I think several other wonders and Moscow as Settler factory for some more time will help us more.
  • Governement: Monarchy (=unmodded Despotism), then Democracy for most of the game. Forget Republic, it’s totally different in DyP.
  • Settling: No cities allowed on Tundra. Not so obvious: Coastal cities get huge benefits. Mining Mountains gives a stunning 6spt, so try to settle close to them.
 
Great job Doc!

First things first, the Sphinx(doesn't require brax) and GL... ok ok we can do both :D

Also, good call on disconnecting iron, didn't know warriors really could be classified as "offensive", but we need that iron SOON if someone (especially Mongols) plan to make an attack on us.

I like the tech path you have chosen, from GL to mining is crucial, but I wasn't too enthusiastic about Angkor Wat. I remember in TJO2 you guys went absolutely CRAZY over getting it, but I understand getting a free shrine in EVERY city for ETERNITY kicks a$$. I also realize getting any wonder that lasts forever is great, we should keep that in mind especially.

Personally, I think we need to focus on settling areas like:
1) Scandinavia first!
2) Ural Mountains and the rest of Eastern Europe (small patches)
and
3) (less important) Black Sea
once this occurs AI will have nowhere to go but into Mongolia.... FUN! :crazyeye:

OK Deceased Horse, your 10 turns begin here. Remember, gain culture, expand empire (try and keep names correct :)) , scout and focus on tech.
 
Preturn: After reading the civilopedia some more, I push enter ;)

IBT: The Mongols move their two Champions next to Astrakhan; almost certainly a sneak attack.

Turn 1: Switch the capital to a spearmen; I doubt his champions will be able to dent a defense 3. Pop a hut, it is deserted. I cross my fingers and hit next turn.

IBT: Miraculously, the mongol champion pair moves a tile west of Astrakhan. Our canoe sinks; sorry about that.

Turn 2: Moscow builds spear, start clan. Kaliningrad builds worker, starts archer in case the mongols change their minds.

IBT: The Mongols move their champion pair up to the silver mountain.

Turn 3: Iron Working research finishes, start on Dynasticism. Astrakhan builds Wiseman, starts worker. Kiev switches to forge, due in 9. Let's see; I could sell Iron Working for =-240 gold. I decide to play it safe and not sell.

IBT: The French start the hanging gardens.

Turn 4: Switch Kaliningrad to a wiseman. Our ranger dude discovers a barbarian camp in Siberia, inhabited by Micronesian raiders :lol: A german settler pair (w/a vet chariot) is making his way through our territory; I don't think we have the units to block him, but I'll give it a shot.

Turn 5: German settler pair gets through.

Turn 6: Moscow grows and riots. Move an archer in for MP duty.

Turn 7: Moscow builds clan, starts forge. MM'ed for shield. Kalininigrad builds wiseman, starts warrior. The clan move out with an archer guard.

Turn 8: Astrakhan builds worker, starts warrior. Tenetive. Lux tax lowered to 0.

Turn 9: Kalinigrad builds warrior, starts harbor. Pop a hut w/scout, get maps. Thanks guys :rolleyes:

Turn 10: The freaking germans settle Konigsberg on a hill one tile north of the hill I was planning on settling. Better red than dead
 
Got it.

FYI, I plan to connect that iron during my turns and grab us some more "iron land".
 
That is a good point about it balancing out.

Ya, swords are now our new goal (along w/ knights and crusaders which aren't too far off) and everyone should know by now that our first two targets our:
Germany
Ottomans
 
Again, I agree with the Ottomans; they have several luxuries we need, and will open us the way to Africa. Germany, however, is so backwards that we're not forced to act anytime soon.

Nevertheless, I think a war before Knights will hurt our expansion too much; if we wait until late Ancient/ early Middle Ages, will win a war much sooner. Our real problem is that our economy won't be very efficient without gold.

And I think we should pick our targets for possible FP locations. One could be in southern Egypt, and the next in East India/ southern China. That leaves the last one for America.


Re: Angkor...forgot to mention the nice boost from the Taj Mahal later.
 
Since I've played DyP a few times, I knew about Taj Mahal, but just so team knows... ;)

I totally agree on the war during end of ancient/beginning of middle ages times. Germany is a good target now since they are right next to us. Ottomans will have a good amount of Balkans, Black Sea and Himalayas by then, but it should be no problem taking them out (hopefully their UU won't kick in for awhile). Here's where I think good places for FP are...
1) Gaul (France), awesome land here, no question

2) Beijing, China, best land along here that could definetly reach into India/Indonesia

3) Tie between North American Plains would be and middle plains of Africa. Africa with FP in middle would do us good on a large map, even if the land is only mediocre (but closer and less corruption). The Plains (east of Sioux) have good land and is also smack-dab in the middle of a continent that will provide for best support (just takes longer to capture land/ create FP due to corruption)
 
*pre-turn*
Right off the bat I change names of two cities:

Kaliningrad to Kalingrad (just bothered me :D)
Kiev to Kursk (Kiev can be moved to a more realistic location)

How dare Germany do such a thing as to put a city within our core! They'll have theirs soon enough, but not on my turns :(. Besides complaining, I switched Astrakhan from warrior to worker and Kalingrad from harbor to monument (less maintenance for just as much food when it expands).
I then check diplo, it seems we're only up Iron Working now, that's pretty depressing since we had such a powerful lead early on. Oh, I also switch St. Petersburg from clan (after waiting another 7 turns for growth, I think not) to expensive wise man.

ib- Germany asks us to move tribe/archer pair, fine.
Ottomans declare Iron Working from us! GHRAHRHHHFKF:SFLDKJ...grr...
I cave...

turn 1, 1250 bc...
*St. Petersburg wiseman--clan
scouts are scouting areas previously missed (syberia, Nubia, etc.)

ib- Ottomans begin Hanging Gardens

turn 2, 1225 bc...
*Kiev forge--hardy clan
move clan to a new spot up north

ib- Mongols start Stonehenge
Spot Spanish warrior/clan pair
Our 3/3 Ranger defeats a 4/4 barb, 4/2
Ottomans offer us Mysticism for 120 gold, f*** off fool.

turn 3, 1200 bc...
Just trying to save money for upgrades... is that a crime? :mischief:

ib- Mali makes us move
Spanish clan pair heads into our territory

turn 4, 1175 bc...
Disband an old Ranger unit for more gpt. I then go over to Spanish pair and ask them to leave while placing units in their way so they stop the advance.

ib- Babylon and Spain moving even further into territory!
3/3 Ranger v. 4/4 barb, 4/1!
Spot an Ottoman archer just our of Kursk's borders
Spot German warrior/clan pair

turn 5, 1150 bc...
*Moscow forge--The Pyramids (prebuild for The Sphinx )
More roads being built.

ib- Mongols demand writing, like they'll need it?! Fine, but this is the only Chinese New Year's gift you'll EVER get from me!

turn 6, 1125 bc...
*Astrakhan worker--warrior
Demand spains departure from our territory. Slide lux up (for Moscow) and science to 10%

ib- learn Dynasticism , begin Construction (MINES!)
People want to build Palace Gardens, thoughtful again.

turn 7, 1100 bc...
Switch Kiev to a Pioneer. Founded Odessa and renamed it to modern day Nizhny-Novgorod --warrior

ib- Germany moves away.
3/3 Ranger v. 4/4 barb, 4/0!

turn 8, 1075 bc...
Disband old Ranger unit. Begin to move a warrior to Moscow for MP duty, plus switch Moscow production to The Sphinx .

ib-wow... nothing.

turn 9, 1050 bc...
Iron connected!
Sending troops to St. Petersburg to protect from barbs (a few have gathered in the north that are visible).

ib- Spot French warrior/clan pair
German clan pair advances inward again.

turn 10, 1025 bc...
*Kalingrad monument--swordsman
Finally get Germany out of our hair. Workers now start road to German land and Nizhny-Novgorod. In case of invasion, I upgrade 4 warriors to swords too.

*post-thoughts* (sorry for no pic, paint function is screwy)
Try and keep Kursk on pioneer mode for just awhile (like 2 more of them or so)
Make Kalingrad and St. Petersburg begin the task of creating a sword army! Have them each make 4-5 swords before war begins.

*City Spots and Names*
Here are some ideas of where we can put cities and what their names should be (given their actually location).

3 tiles SW of Kursk goes Kiev (aggressive move, but GREAT land and good base of operations vs. Germans AND Ottomans)
1 tile SE of Konigsberg (once it's razed :devil2: ) you can place Kazan
2 tile NE, 1 tile E of Astrakhan can go Samara
4 tile NE, 1 tile E of St. Petersberg can go Murmansk
Remember, these are all names of modern city locations, so you can change the names and spots if you want (I just find this much easier map wise to read).
Begin our Sword Army
 
Don't bother with those Spear-defended remote colonies on our lands, they are easy targets late. Concentrate on getting Scandinavia settled ASAP, without Gold lots of coastal towns are even more important for our economy. I agree with switching Moscow to the Sphinx, that will allow us the GLib in Kursk (which will be more productive than Moscow once the Hills are mined).
I agree, we have to be prepared for a sneak attack - get 2 Emissaries ASAP!

Are we still in Chiefdom? Any crucial builds to finish before revolution? We must get out there.

Kaliningrad to Kalingrad (just bothered me )

Why that? The city name is Kaliningrad , named for Mikhail Ivanovich KALININ (interesting, there seem to be no way to get cyrrilic letters displayed here?)
 
@Doc Kalingrad is what I've read in history book and seen on a few maps, so I just put two and two together :D (but I know the Ivanovich Kalinin you're referring to).

@Kuningas On to you man!
 
Gogf has another 24 hours to answer... man this is going slow :(
 
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