DH03-Empire of Blood and Iron

Thanks for the quick reply. DH built two setters.

The one made in Moscow is going to yellow dot. I am moving the chariot in Zhou to the west to scout. If we settle between Zhou and Novgorod, it is impossible not to infringe on St Pete's or Novgorod's tiles.
 
Well, I finished my 1.9 solo game so I'm updating. Domination win with the Mongols (using State Property, of course). After a few games with it, I think that State Property is my favorite civic. The amount of production you can acheve in the industrial era is astounding, and should convert to a win. I used Cavalry to sweep the map, and I can't imagine how brutal Cossacks would be (bwahaha!).

The trick seems to be remaining in contention until Communism comes along.
 
DeceasedHorse said:
Ok guys, v 1.52 was just released for the direct2drive version of civ, and I am downloading it right now.

Glad to hear it.

From Talamane's statement in RB2c it seems he's waiting on opinions on where to put the 2nd settler. I don't have time to look at the game so currently have no opinion.
 
We can settle between Zhou and Novgorod. This will infringe somewhat on St Pete and Novgorod's tiles, but it's better than an AI doing so. There's iron, so there is no doubt that an AI will settle there.

Settling there is cheaper for maintenance and we are weak as pups econ wise. To the west of Zhou is an aggressive move that Vicky or Mao may not take too kindly, but i will scout out that option. It will cost us science to settle there.

I will decide for myself, hope the group agrees with my reasons, and post the turns tomorrow night unless i hear otherwise. I will check this thread before i turn in for the night.
 
Well, I might be able to offer a suggestion if I had a screenshot of the options. I guess, however, that we'll have to settle between Zhou and Novgorod on the coast either sooner or later. To me, the question is whether we can afford to settle it later or if we should take the safe path of settling it now.

I'll trust your judgement on this.
 
[0] 125 BC Move setter one tile towards yellow dot.

[1] 100 BC Pair settler with archer. Worker starts on gem mine. Vicky settles Warwick close to Moscow. Maybe we can flip it. :lol: Scout settlement area with chariot conveniently provided. I will move yellow dot one tile north to grab both whales.

[2] 75 BC Worker completes gem mine and moves to start work on gold mine.

[3] 50 BC Settler completes in St Pete, and starts on barracks. He and an archer move two tiles south. Reduce slider on science to 60%, still get Alphabet in one turn (ala C3). Louis continues to scout us with his archer.

[4] 25 BC Alphabet comes in, and i start on Math. Novgorod starts on a granary.

[5] 1 AD Louis wants us to cancel our deals with Vicky. Yeah, sure, Louis, whatever you say. NOT!!! The west of Zhou chariot spots the borders of another barb city. Rostov is founded north of Moscow on the whale/tundra coast.

[6] 25 AD The barb city of Zapotec is defended by the standard 3 archers. It's squatting on two dye tiles, but is buffeted by China's cultural borders. The best course of action would be to burn it, and found another coastal city a little east of it with our handy dandy settler.

[7] 50 AD Trade alphabet to Vicky for math and 90 gold. Bump science rate up to 70% with a loss of 5 GPT. FDR will not trade Monarchy for alphabet because we dont have a way to offer gold in addition to it (this requires currency).

[8] 75 AD Khan wont trade us Calendar for Polytheism and Alphabet. Rolls eyes.

[9] 100 AD Scratch one archer as he fails in his attack on our chariot! Promote him to Combat 1. FDR went Hindu, and Vicky went Taoist. Sheesh. I move our combat(?) settler with escort and sword closer to zapotec. Another sword is on the way from Moscow (he was a pending build after library and took only one turn). Moscow is building archers to firm up our very thin city defenses.

[10] 125 AD Chariot is healing, sword is near him. Settler in place to found our dye city on the coast. One of our workers is completing St Pete's rice farm, while the other two are building a farm for Novgorod. We need to build the rice farm for Zhou.
 

Attachments

I'm sorry. I thought I told you I would be on vacation & unable to play Civ4 until Thursday. I pass. Methos, you're up.
 
Mike Lemmer said:
I pass. Methos, you're up.

Due to RL I won't be able to play until the 5th, so I'm going to need a skip or a swap too.

Roster:
DeceasedHorse
Tamalane- Just Played
Mike Lemmer- Skip (Vacation until 1/5)
Methos- Need a skip/swap until 1/5
Corbeau- Up
 
Wow, that was unexpected. Well, I got it. Will play tomorrow afternoon.

[edit] Took a quick look. I have one question: any reason that we shouldn't found our dyes city one tile to the north? If we did, we'd have access to an extra river tile at the expense of some water tiles (we'd still have a coastal city though). The only downside I can see is that we might get some penalties with the English due to close borders, but we can't avoid that in the long run.
 
After the sudden deaths of the two major rivals for power in the empire of Rus, a third and unlikely leader stepped forward: Corbski the Second.

Turn 0
The empire had been growing quite well, and was stable when Corbski the Second rose to power, though a migrating band of Frankish military forces were in Russian territory. The first and most significant act of Corbski was to offer Ghengis Khan of the Mongols an exchange of knowledge. Thus the Rus gained understanding of the Calendar in exchange for teaching the Mongols the wonders of Polytheism and the Alphabet (I took this because I wasn't sure if it would last, and no one else would trade us Calendar yet).

Turn 1
The southern band of Russian Settlers moves a tile north to gain better access to the fertile river valley to the northeast. The greatest portion of the military of the empire is mobilized and sent south, in hopes of sacking the small city-state of Zapotec in the southwest. Russian workers finish a farm near Novgorod and scramble to build a silk plantation before the citizens of Moscow begin to get angry with the crowded conditions and lack of new luxury goods.

Turn 2
Moscow finishes training a new Archer battalion, and begins conscripting a band of Workers (this should enable the silk to be hooked up before Moscow grows). Novgorod finishes building a new city Granary and begins training a unit of Archers to reinforce the borders (anything else we build here will probably have to be chop rushed, at least for now, unless it's something cheap like an Archer). Corbski does not want to be caught without a solid army in the north, but this may be the best that can be done for the moment. Messengers reach the court at Moscow that the Franks have instituted something called Hereditary Rule, which seems an interesting concept. The southern Russian city of Yaroslavl' is founded and begins work on a Granary (I neglected to notice that since we now have Calendar, we cannot start work on new Obelisks - oops :smoke: ). Russian Swordsmen scout Zapotec and discover two Archers and two Workers within the city.

Turn 3
Russian Swordsmen continue to stream south towards Zapotec.

Turn 4
The Mongols have now instituted a system of Hereditary Rule. Workers near St. Petersburg connect rice to the empire's trade network. They begin clear-cutting to boost production in St. Petersburg (will overflow into a Library, which we could use since our tech rate & GNP are both in the dumps). The Germans agree to teach us about Hereditary Rule in exchange for information about the Calendar, though Russia stays stable for the time being (not much to be gained by revolting, since Moscow is the only city that needs happyness and can be dealt with for now). Russia is still the most backwards empire in the world.

Turn 5
An Archer from Zapotec attacks our Swordsman. We win easily, but there are still two defenders in the city so we hold off from counterattacking. Mao of the Chinese asks for Open Borders, and gets it. Moscow finishes training workers and begins training more Archers (not much else to build, and the more troops we have the safer we are). Novgorod completes recruiting an Archer unit, and begins laying plans for a Library (it'll have to be chopped for reasonable speed, but we can do it). The Archers depart to reinforce the garrison of St. Petersburg. Another notable event was the death of the reigning despot due to overindulgence on food (I took a break when the pizza delivery arrived).

Turn 6
The English send a troop of soldiers towards Zapotec, but we will easily beat them to it. The silk plantation is finished a turn earilier than needed, and workers begin heading south for Yaroslavl' and Zhou

Turn 7
Moscow grows, and finishes training an Archer. Next up is a band of Settlers, as the Archers head south to pave their way (we should probably settle that iron sooner or later anyway...). The great battle of Zapotec will likely be fought soon...

Turn 8
The Chinese insist that Russia cut relations with the Americans. The Chinese do not get what they want this time. Construction of a cottage and rice farm is begun at Zhou. Most importantly, the battle of Zapotec is fought!

City Raider II Swordsman kills City Garrison I Archer
City Raider I Swordsman kills Regular Archer

We pillage Zapotec and burn it to the ground, capturing two workers. Also, our City Raider I Swordsman earns another promotion.

Turn 9
Zhou completes its Obelisk and begins constructing a fleet of Work Boats to improve the clam harvest (should finish about the same time as the borders pop to give access to the clams). Messengers report that a new religion, Christianity, has been founded in a distant land. Workers near Novgorod begin clear-cutting to build the Library that has long been in the planning.

Turn 10
Rostov finishes building an Obelisk and starts work on a Lighthouse. Multiple improvement projects are begun in the Yaroslavl' area.

Well, that's my turn. Mostly focused in the south, with the sacking of Zapotec and founding of Yaroslavl'. Moscow will finish its Settler next turn, and we'll get construction the turn after that (which nobody else seems to have, so we should try trading it around - while we've gained some ground on score we're still way behind the tech leaders). Our money situation is ugly, with only the pillage money from Zapotec allowing us to run 50% science. I think that we should focus on economic improvements in the next couple turnsets, since we've about taken up all the land we can grab. It would also be nice to acquire a religion, but it looks like we'll have to wait for one to spread (maybe Vicky's Taoism will spread from London, if we're lucky). Sorry for the lack of in-action screenshots, but there wasn't that much visually interesting going on.

Screenshot of the northern half of our empire:

DH03_North375.JPG


Screenshot of the southern half of our empire:

DH03_South375.JPG


And the save:
 
Preturn: Science to 100% so we can get construction next turn.

T1: Finish Construction, start on Metal Casting, although it will take forever to get at this rate . Trade Construction to FDR for Horseback Riding. Capital builds settler, starts Horse Archer.

T2: Yaroslav builds Granary, starts Library.

T3:

T4: Found Yekaterinasberg next to the southern Iron. You know, we might actually be able to take a couple cities from Vicky fairly easy-if it weren’t for the variant rules. Ah well.

T5: Roosevelt wants Rice in exchange for Spice. I agree.

T6: St. Pete’s finishes Library, starts Granary. Vicky continues to spawn Great People.

T7: Zhou builds Work Boat, starts Library. Vicky kicks off a Golden Age.

T8: I realize that I must have screwed up the turn count somewhere, as this should be turn 10 (600 AD). I will hand it off now. Metal Casting due in 13 @ -1 Gpt, with 18 in the bank. Various infrastructure builds everywhere outside of the capitol, which is building a worker at the moment. We can manage cities up to size ten at our current happiness level.
 
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