DH03-Empire of Blood and Iron

err... kinda busy these next two days. I'd like to ask Mike Lemmer to take over and start us off. Much thanks.
 
Does the next player mind swapping with me? My wife and I head to the Carribean on Saturday and we won't be back until the 12th. If the next player doesn't mind letting me take it after Mike Lemmer I won't have to be skipped the first round.

We haven't decided when to leave yet on Saturday so I'll be able to play definitely on Friday and possibly Saturday morning if the next player doesn't mind swapping.
 
lurk on. This game very interesting at this level. Think I'll try one like it myself!
 
The Glorious Beginnings of the Mighty Russian Empire

01peter.JPG

Our Glorious Leader

02moscow.JPG

Our Magnificent Capital

Wherein the first steps towards a future of power are hereby recorded for future generations:

The Russians became masters of the fish and the animals in this millenium. Boats ply the shores while pigs prepare to be herded.

Moscow produces a warrior to defend itself from the savage hordes, then a scout to explore the darkest northwest. A worker is queued to tame the wild frontier.

The numerous tribal villages we encounter contribute over 100 gold to our great empire. The natives are allowed to assimilate into our country for their generousity and wisdom.

Representatives of two inferior peoples, the Americans and the English, are met in the southwest. The day of reckoning is not at hand yet, so we allow them to live. Our scout reports back that Victoria already has archers; heated debate breaks out over whether shafts of wood flying through the air is natural or a consequence of heathen magicks. Our advisor is concerned when the scout mentions Victoria's borders have been spotted to the southwest as well, not far from our capital.

03map1.JPG


Wisdom of the elders for future generations:
Expansion will likely proceed south along the coast. The barren lands to the west hold nothing but misery. You may have to stretch out to keep Victoria from encircling us.
Victoria must not be trusted. Her advantage in arms could tempt her into starting a war before our time has come.

Our next exalted leaders: Dimy, then Methos
 
DeceasedHorse said:
Mike Lamar-Done!
Methos-skip until the 12th
DeceasedHorse-On deck
Cizzlewalk-in the hole!
Tamalane

In case you missed my post above you'll have to skip me until the 12th. My wife and I are in the Caribbean so I have no civ access.
 
Preturn: We are last in score, have a scout healing to the southwest. Moscow is size 3 and building a worker. Our scout to the northwest of Moscow is next to a village, but will likely be devoured by the nearby bear. Animal Husbandry comes in next turn.

T1-Our valiant scouts dispatch the capitalist pig-bears! Animal Husbandry comes in, start on Mysticism in hopes of grabbing a religion if possible (Judaism is most likely at this point) and the tech that unlock worker actions won’t matter before the end of my turn set since we don’t have any workers actually built yet. Horses are located inside Moscow’s cultural borders. The friendly Village People teach us Masonry. Thanks, village people! They are a shining beacon of socialist hope for our cause. Hopefully, our newly-promoted Woodsman-I scouts will be able to defeat the pack of wolves closing in on them…

T2-Our scouts successfully slay the wolves! Yay!

T3-Our scouts in the south are ambushed by man-eating panthers, but manage to drive the beasts off.

T4-Yet another pack of wolves attacks our northern scouts, who are again victorious.

T8-I notice that no religions have been founded yet, so start on Polytheism in an attempt to grab Hinduism, due in 14. Worker finished, start on workboat; once we hit size four we can start pumping settlers.

T9-Man Eating Bears ™ attack our northern scout, but are driven off and our scout promotes to woodsman II.

T10-Buddism founded in a distant land.


And that’s that. We are still behind on score, but hopefully my religion gambit pays off in the long term. Once that has been resolved, one way or the other, we need to get Agriculture and the Wheel ASAP.

Roster:

Mike Lamar-in the hole
Deceased Horse-DONE!
Cizzlewalk-up!
Tamalane-In the hole!

On the DL:
Methos, who is in fact taking a longer vacation than I thought. Have fun buddy!

All you lurkers out there, feel free to join, as our roster is a bit thin at the moment.
 

Attachments

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Gonna need a skip until I have my video card problem solved (by the weekend).
 
[0] 2840 BC Quick check. Looks good.

[1] 2800 BC I get to move a scout. Scoping out Vickie's lands.

[2] 2760 BC Roosevelt adopts slavery, which means he has iron working. I get to move the other scout too and spot a goody hut (the old Civ3 term for tribal village). Southern scouts spots Vicky settling on the dyes/cows.

[3] 2720 BC I grab the goody hut right from under Vicky and FDR's archers, and we get agriculture! Pig farm completes, produces 6 food, and while no citizen of Moscow is working the horse tile, i start our worker on a horse pasture for lack of a better thing to do. Once the workboat is running, Moscow will grow like a weed.

[4] 2680 BC Moscow produces workboat and starts on another warrior as escort for the settler to be made next. Our northern scout is busting fog due west of Moscow and finds stone. Horrible city site. Instead of settling on the dyes, Vickie's second city is on the flood plains west of her capital.

[5] 2640 BC Worker starts horse pasture. Move the scouts around. It appears that FDR and Vicky's scouts have killed all the animals.

[6] 2600 BC Well, so much for Hinduism. It has been founded in a distant land. Since we have masonry, we can shoot for monotheism. I think this needs to be discussed vs getting the wheel. I will finish polytheism, so the SG players can make a choice. Our northern, now central, scout spots a barb archer.

[7] 2560 BC Well, maybe not ALL the animals. Central scout defends against a lion, while the archer moves towards London. We meet G Khan. He needs a chiropractor, i can recommend him one that uses the decapitation method for pain relief. Just kidding, he is the one that founded Buddhism, go figure. Western scout finds FDR's borders. I think, at this point, there is very little to be gained by founding a religion, since he will spread it to FDR and Vicky. We shall see.

[8] 2520 BC Moscow completes warrior and starts on a settler, due in 8. When i zoom in on Moscow, i hear pigs grunting and squealing--not a pretty thing. Healing scout spots barb archer again. Where the settler should go also needs discussion. The cows and gold are obvious, but where exactly? Do we want to get agressive and settle near the river and horses, which would allow room to add another city due east on the coast? This city would probably need to be defended by archers, and not a lone warrior.

[9] 2480 BC Even though our central scout is not healed, i have to run him away from the barb archer who will undoubtedly come and pillage something near Moscow. Call it a hunch.

[10] 2440 BC I moved our northern scout right into the path of a barb archer. :smoke: Central scout finds rice. Polytheism comes in and i start on the wheel. With horses, we can at least build chariots. I park our worker due south of Moscow. He needs to road the horses. No bronze working, so chops are not an option.
 

Attachments

Turn 39 (2440 BC)
Scout loses to: Barbarian Archer (1.20/3)

Turn 40 (2400 BC)

Turn 41 (2360 BC)

Turn 42 (2320 BC)

Turn 43 (2280 BC)

Turn 44 (2240 BC)
Moscow finishes: Settler

Turn 45 (2200 BC)
Moscow begins: Warrior
User comment: Barbarians spotted near scout. Moving it to wooded hill for Def.

Turn 45 (2200 BC)
Tech learned: The Wheel
Moscow finishes: Warrior

Turn 46 (2160 BC)
Research begun: Sailing
Moscow begins: Worker
Research begun: Pottery

Turn 47 (2120 BC)

Turn 48 (2080 BC)
User comment: Barbarian warriors & archers? Ouch.
Warrior loses to: Barbarian Archer (0.63/3)
Scout loses to: Barbarian Warrior (0.80/2)

Turn 49 (2040 BC)
User comment: Our settler falls to barbarian archers!
Moscow begins: Warrior
Moscow begins: Settler

Conclusion:
We were really dealt a blow this round. That wounded barbarian archer managed to take out our guarded Settler! These Monarch games are rough. Once our 2nd worker is built (or earlier), we'll have to make another Settler & send him out with two Warriors. I just hope this doesn't permanently set us back.

Anyway, if our settler hadn't been slaughtered by those barbarian archers, I would've sent him to colonize the river source just SW of Moscow. I was debating between the hills just S or the river just SW, but I decided on the river since food in the S hills would be a problem until we learned Civil Services. I figure we can expand SW and then colonize the mineral (& gold) rich hills S of us later.
 
Spoiler :
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Turn 49 (2040 BC)
Methos: I'm not sure why, but we have a source of pigs and horses that are not connected. Yet our worker is building a road on the silk that can't be used until Calendar is researched? Stop the worker and plan on moving him where he can be more productive.
Methos: Realize the worker was building a road to connect our next town. Since the settler is toast I decide to finish that later and connect the resources we do have.
Moscow's borders expand

Turn 50 (2000 BC)
Moscow finishes: Worker

Turn 51 (1960 BC)
Moscow finishes: Warrior
Judaism founded in a distant land

Turn 52 (1920 BC)
Tech learned: Pottery

Turn 53 (1880 BC)
Research begun: Writing
Methos: Decide to go for Writing for both the Libraries and getting closer to Alphabet. I'm not for sure if it would be better to trade for the lesser techs or self-research them.

Turn 54 (1840 BC)

Turn 55 (1800 BC)
Contact made: Chinese Empire

Turn 56 (1760 BC)
Methos: Move one of our warriors down to protect the worker who is now working on a road to our next city.
Methos: The workers have now connected both the horses and the pigs.

Turn 57 (1720 BC)

Turn 58 (1680 BC)
Moscow finishes: Settler

Turn 59 (1640 BC)
Moscow begins: Granary
Methos: I fortify the settler so we can discuss where we want to build our next city.


The settler just finished and is fortified in Moscow. Do not forget him as he still has movement. I wasn’t for sure where exactly to send him so left him for the next player. We need to discuss where we wish to build our next city. Notice that England already has two cities and I’m guessing so has the other AI’s. This means we’re lagging behind and will probably have fewer cities at first compared to the other AI’s. Since this is a peaceful game we’re going to have a small amount of cities so need to be very particular in where we place them.

Here’s an image of the area south of Moscow.

DH3_City_Placement.JPG


Here’s the 1640 BC save.
 
I'd suggest 2 west of cows, then 1 south of gems (on the hill), then 1 southeast of gold. I put the gold town last because although it's a hammer-rich location, food will be a problem until we learn Civic Services.
 
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