DH03-Empire of Blood and Iron

Well, as specified earlier... my gfx problem is still not resolved and it won't be for a long time. :/

I'm gonna need to be pulled from the roster, but I'll be sure to lurk around and see you find victory here. Good luck, God speed.
 
As an aside, how do you guys generate turn logs like that?

T1 1640 BC: Mike's cow spot looks pretty good to me. Wake up our southern warrior and send him & our settler south.

IBT: Ah hell. Barb Archer shows up.

T2: Settler hangs back while warrior fortifies.

IBT: Our warrior is killed.

Turn 3: Settler flees back to the capital. Move BOTH warriors south. Moscow goes into disorder. Que up a chariot, due in four.

T4-

T5: We lose another warrior, but our last one manages to kill the archer with .2 health left. MM moscow to get chariot done a turn faster.

T6: Chariot Finishes in Moscow, writing comes in. Start Bronze Working. I know we want to get up to alphabet ASAP, but we are going to need to chop rush the hell out of Moscow if we want to have a shot at getting back in this game. Swap Moscow's worked tiles around. Since we are currently at five happiness, I slow down the city to only +1 fpt in exchange for two additional coins from an inland sea tile, which shaves a turn off our research. Moscow starts Warrior. Promote our warrior to Combat 1-he has an unspent promotion, so he can pick up anti-archery or anti-melee promotions depending on what is needed.

IBT: Roosevelt ask for open borders. I agree because we only have one city anyway...

T7: Found St. Petersburg (finally). Moscow builds warrior. I send the Chariot south for now.

T8: Moscow finishes Chariot. I notice that we could get Stonehenge in 12 turns, but resist the temptation to go for it. Moscow starts barracks; we can chop-rush a settler once Bronze Working in five.

There is a method to my madness. Our Chariot discovers the borders of barbarian city to the south, near the gems!

T9 Vicky shows up, asks for open borders. She is the points leader. Please don't eat us, Vicky. Barb warrior shows up northwest of Moscow. Our valient Charioteer discovers the barbarian fortress of Zhou, a size two city defended by three barb archers.

T10: No changes. Our worker south of Moscow is roading the forest for no real reason; he's just hanging around until Bronze Working comes in. Prelimary plan is to finish the barracks, then Chariot-rush the barb city while St. Petersburg builds settlers.

Sorry for the lack of pictures, Civ is giving me some whacky graphical errors at the moment...Which I solved, n/m
 

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DeceasedHorse said:
I forgot my own damn variant rules; cancel the attack on the Barb city, use the chariot to pick off incoming barbs as needed...

sheesh.

I'd say you did :D , check your own words from the first post...

DeceasedHorse said:
This means that we cannot intentionally start a war or even attack enemy cities until after the Revolution. This does NOT apply to barbarian cities.

According to the last sentence we can attack the barb city. ;)
 
Sweet :crazyeye: :crazyeye: :crazyeye: :crazyeye: :crazyeye:

I blame finals week. Yeah, that's the ticket...

ROSTER:

DeceasedHorse-Losing his mind!
Tamalane-Up!
Mike-On Deck
Methos-in the hole.

Looks like I'll need to look for another player or two. I'm really sorry to hear that you can't get Civ IV to run Cizzle, I have fond memories of that crazy DyP game we were in together, even if it never was quite finished.
 
If you need another player, I'd love to try. However, I have never played a succession game (civ3 or 4) and have only gotten through two solo games of civ4 (though I've played quite a bit of civ2&3 plus Alpha Centauri, so I'm not at all new to the series).

I'm especially interested in the variant rules. I just tried a solo game that beelined for communism to get state property and spam workships (note: doesn't work well - workships are still specialty items even under state property :blush: - though rivers & watermills are sweet when the techs that improve yelds start rolling in).

But, yeah, anyway: if you're willing to take a SG newbie, I'd be happy to play.
 
(EDIT: whoops wrong thread my bad)
DeceasedHorse I think your variant rules say you can attack barbs.
Nice game so far I'll be sure to watch this space. (Too busy to join sorry.)
 
Got it, will play this evening.

PS Chariots wont cut it against archer city defenders.
 
The plan is simple. After bronze working, revolt to slavery, get archery, then iron working. If we dont have copper or iron, we are in BIG trouble. Whip a settler in Moscow to get rid of the unhappy people. Build lots of archers. Well, it _sounds_ simple, anyway.

[0] 1240 BC Looks good. Move worker to help develop St Pete. Move chariot closer to Zhou. Hit ENTER.

[1] 1200 BC Vickie's archer is near Zhou. Maybe we will get lucky and swoop in on Zhou after she has weakened its defenses.

[2] 1160 BC
Bronze working comes in, and we revolt. And NO copper. Start on archery. We need archers in the worst way.

[3] 1120 BC Road farm in St Pete. We need to see what kind of defense Zhou has, and though we may lose the chariot, it may take out a defender in its defense on a forested tile NW of Zhou.

[4] 1080 BC
Chariot takes out an archer while defending, and dies to another. There are now 2 defenders in Zhou. Workers start on a cottage on the grassland tile. Moscow completes its barracks and starts on a chariot.

[5] 1040 BC A library would be nice, but St Pete needs border expansion badly, so an obelisk is ordered after completion of its warrior.

[6] 1000 BC Workers complete road on cottage. Start them on road for cows and rice, even though St Pete's borders havent expanded.

[7] 975 BC We know archery, and start on iron working. Years are now counting down in 25s. Mao wants us to stop trading with Roosevelt, uhm, no. FDR has religion and we could use it, if he would only build a missionary. Sigh.

[8] 950 BC Moscow completes chariot and starts on archer. Move chariot south of St Pete.

[9] 925 BC Chariot moves to NW tile of Zhou to annoy. We need swordsmen to take the city without great losses. With two defenders, it would probably take four archers to do the job. We are now losing 2 gp per town at 100% science, but i want iron working in the worst way. We have 100 gold in the kitty, so it's not a problem, yet.

[10] 900 BC Until St Pete's borders expand or we spot iron, there is little for the workers to do, so i would move them midway betweeen our two cities. They are presently roading the rice. The archer made in Moscow is on goto to St Pete, and another is ordered. A settler should be whipped next to found our next town.

NOTES: It will be sometime before we can get gems from Zhou and gold with our new city to the south east of Moscow, so whip it shamelessly to build settlers once it reaches size 6. The archer is on goto to St Pete. Vicky has only one archer stationed to the north and west of Zhou, so she's just using it to bottle up barb attacks. Move the workers midway between St Pete and Moscow once iron working is near discovery, so we can move them quickly if iron is found in our borders. Enclosed please review dotmap and post suggestions.

Red dot is a priority. I took a best guess at placement. One tile east would give us more coastal tiles and income with a lighthouse, but it would take some time for gold to get in our borders and we hurting on happy. Where it's at provides good production and gets the gold fairly soon, but doesnt have much in the way of food. Further south and west would close up the borders if we keep Zhou, otherwise the south coast is problematic--too small for a another city, but enough of a gap for one of the AI's to found an annoyance.

Yellow dot is next, if only to keep Vicky from settling there. A city on the stone this early is a waste, and Vicky will probably settle there anyway. We need to decide if we want to raze or keep Zhou. Its placement looks good in the scheme of things and saves a settler.
 

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Spoiler Turn Log :
Turn 79 (900 BC)
Methos: Since we are at max happiness size I MM to increase production and stagnate growth. This shaves one turn off the archer. For now, just in case, I turn on the 'Avoid Growth'.
Moscow begins: Chariot
Methos: I decide to switch the archer build to a chariot to help take Zhou. The extra strength point would be better IMO.

Turn 80 (875 BC)
Moscow finishes: Chariot

Turn 81 (850 BC)
Moscow begins: Settler
Moscow begins: Archer
Moscow begins: Settler
Methos: I've read so much lately about chopping to speed up settler builds I decide to chop a grass forest. This should also take some strain off the whipping.

Turn 82 (825 BC)
Methos: Not for sure about whipping. We lost two pop points and gained +1 unhappy citizen for ten turns. Has anyone figured out how the pop points are figured for whipping yet?
Methos: Vicky's archer passes Zhou by.
Moscow finishes: Settler

Turn 83 (800 BC)
Moscow begins: Archer
Methos: I decided to go with red dot according to the previous player's dotmap. IMO this would be a great commerce city.

Turn 84 (775 BC)
Chariot promoted: Combat I
Chariot loses to: Barbarian Archer (1.47/3)
Warrior promoted: City Raider I
Methos: Wanted to see what the odds were so I sacrificed a chariot to Zhou. Conclusion: we need more units.

Turn 85 (750 BC)
Moscow finishes: Archer

Turn 86 (725 BC)
Moscow begins: Chariot
Moscow begins: Archer
Novgorod founded
Novgorod begins: Obelisk
Methos: Not for sure why, but Moscow is not growing. It was supposed to grow two turns ago but hasn't. I emphasized growth to get it back up in pop but the city is stuck at 26/26 food. Does whipping or angry citizens from whipping stunt growth?
Methos: Er, I feel stupid. Just recalled I turned on 'Avoid Growth'. Whoops, my screw-up.
Moscow grows: 4

Turn 87 (700 BC)
Methos: Since we are again at max happiness I stagnate growth to increase production. This time I did not turn on 'Avoid Growth'. Learned my lesson.

Turn 88 (675 BC)
Archer promoted: City Garrison I
Tech learned: Iron Working
Moscow finishes: Archer

Turn 89 (650 BC)
Research begun: Priesthood
Moscow begins: Library
Archer promoted: City Garrison I
Methos: Yes, we have Iron! Our workers are on Go To to get there. They will be there next turn.
Moscow begins: Chariot


Comments:
Currently Moscow is working on a chariot. There are no hammers invested so feel free to switch. I wasn’t sure exactly what to build. In truth I was torn between more units and a library. We need more units in order to take Zhou and IMO the commerce from the gems and the health from the rice is definitely worth it. Of course the +25% beakers from the library is a great benefit too! What does the team think?

Novgorod is bound to be a commerce and science city. Before it does it’ll need several things. One is a lighthouse, in which we’re still missing the Sailing tech. It also will need a granary and a library.

St. Pete will both finish the obelisk next turn and grow to size three. I’d probably go with either a granary or library. The problem is due to happiness the city can on grow to size four and it is currently only producing 6 beakers. Either way, both would be a benefit. Due to my opinion that Novgorod will be a good science city we may want to focus more on military here instead. This would allow Moscow to stick with settlers and Novgorod as commerce/science.

Tech wise I went with Priesthood due to the Oracle. At size five we could have 13 hpt which would finish the Oracle in 12 turns. After Priesthood we should go for Sailing to get Novgorod up and running.

We need religion too. I wish one of them would spread to us as it would help our happiness a lot.

Here’s the 650 BC save.

Roster:
DeceasedHorse
Tamalane
Mike- On break
Methos- Just Played
Corbeau- Just joining, and already Up
 
On Whipping: IMO I feel it isn't worth it. At size five we were at max happiness so after emphasizing production a settler could be finished in 8 turns. Due to whipping we lost two pop points and had a +1 unhappiness point for ten turns. Due to the unhappy point we can now only get to size four and can't grow for another ten turns. If we wait and whip a settler when that unhappy point goes away thats one settler every ten turns. If we don't wait and whip every so many turns we're going to whip Moscow into the ground due to unhappiness. Without whipping we were/are able to build a settler every 8 turns.

In other words, I don't see the benefits of whipping at all. IMO it would be wiser for us to build a settler normally.
 
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