DMI VII - Team Vanilla

Make any comments and improvements/deletions you feel necessary

Spoiler :
In the beginning there was Moscow.

Well actually in the beginning was much discussion about where to settle and how to actually play this game.

There was no real consensus on a starting spot but a slight preference to move the settler 1S for Moscow.



However, there was a bit more consensus about our plan for the game. There was no real support for milking the score, or even playing for maximum points but there was much support for trying to get as early a domination win as possible. We have three things to use to help us along, Peter, Russia and Vanilla.

Vanilla has the funny situation that if you avoid researching Masonry, you can bulb Civil Service from a Great Prophet and Nationalism from a Great Artist. So our plan was to build an early Oracle for Code of Laws, use the resulting Great Prophet to bulb Civil Service and head research towards Music (which is required for Cossacks) as quickly as possible to get the free Great Artist to bulb Nationalism.

Russia has, of course, the mighty (Vanilla un-nerfed) Cossack, strength 18, +50% vs mounted units, the greatest unit in Civ IV history.

Peter has the Philosophical trait and as we are intending to bulb many techs (Civil Service, Education and Philosophy), this will be handy.

There was similar indecision as to the site of our second city but this was the result.



At this stage Hatty started REXing in our direction pretty heavily and she would eventually beat us to 2 of our intended city sites.

The Oracle was completed for Code of Laws.

A third city was built getting use of the 6 food grassed floodplain



And a fourth city was put north of St Petersburg to grab the seafood.

We only learned Animal Husbandry after getting it in a trade after Alphabet was researched and discovered that there are no nearby horsies. Hatty has already beaten us to the nearest, so we are hoping to grab the ones to the west.

Around 500BC we got our Great Prophet and bulbed Civil Service and immediately revolted to Bureaucracy.
 
Also, I realised that Cossacks need Gunpowder as well (for some reason I thought that was introduced in Warlords), so we need to go down the Education path, so Liberalism for Military Tradition is the best idea.

We can still bulb Education, Nationalism and Philosophy if we can't get it from Hatty, even Paper but that might be a waste.
 
3. Not sure if that Barb city is worth taking. Views?
I'd say your plan looks good, Ralph. As for the barb city, I'd suggest taking it only if it looks like another AI might take it first. Otherwise keep it around for troop training. Until we get some Workers down there to clear that jungle, the city will only be a drain on our finances. Let the barbs pay the upkeep for us until then. In the meantime, we get some free xp every time the city turns out a unit.

Make any comments and improvements/deletions you feel necessary
Looks good to me, Oz! :thumbsup::thumbsup: I say publish it!
 
So a relatively short turnset as start of paper seemed to be a good place to stop

150AD. I swap from the Lighthouse to Library (apologies mon Capitan) in Rostov as running scientists is the priority and it already has the food surplus to run two…

175 AD As the Alphabet monopoly is gone do this trade with Washington that lets us run 100% for a while speeding Music
2washdeal.jpg

200AD St Pete’s completes courthouse and starts spawning workers as we are about to expand
We start getting a fair few cancel deal demands like this one which I decline
2restlessai.jpg


225 AD Our settler heading for Horses is slowed down by a Barb encounter but eventually gets there safely.
2barabencounter.jpg

375 AD Washington continues to suicide Single Axemen versus the Barbs but is in no danger of taking the city, whilst we now have a CR2 swordsmen by nibbling at the scraps.
2washsuicide.jpg

425 Ad Yaroslavl founded with Silver horses, incense and wine not a bad spot
2yaroslavl.jpg

Music comes in so we stop at 450AD when Yekaterinburg has been founded as well..
yekat2.jpg


I guess its Paper next.

We have an Artists and a Scientist asleep in the capital.
Two workers heading North to develop Yarsolavl
Two workers ready to road up to Yaroslavl

Suggestions

1. Chop in Great Library (its about half finished)
2. Monarchy not available for trade yet nor drama so plow on with Paper
3. Should have 2 scientists for a bulb of Education + philosophy once paper is done

Ralph

ps. Report looks good Ozbenno so publish !!
 

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Well done Ralph, I was petrified we wouldn't get horsies and have to war Hatty for hers.

Paper seems right for the moment. Monarchy should eventually come up for trade, its Drama and possibly Philosophy that probably won't.

Plans seem good, maybe a tween city or two on the way to Yaroslavl.

Kodii is now UP.
 
Whoops forgot to say Hattie has a Settler over by Stone / Iron site. Would seem to be a strange place for ehr to settle but who knows...

Re fill in cities a coastal, cow + grassland cottage site seems possible although I prefer the Stone Iron site Hattie is sniffing around!!

Ralph
 
:goodjob: for Ralph and Ozzy.

Cossacks before 1000 AD... The Mongols have nothing on us.
 
I played to the end of Paper.

Hatty is REXing:

Civ4ScreenShot0000.jpg


Civ4ScreenShot0003.jpg


A tough barbarian city to the northwest:

Civ4ScreenShot0001.jpg


I make this trade:

Civ4ScreenShot0002.jpg


We get our second GS:

Civ4ScreenShot0004.jpg


Confucianism spread to our last two cities:

Civ4ScreenShot0005.jpg


Great Library completed:

Civ4ScreenShot0006.jpg


Finally, Paper in:

Civ4ScreenShot0007.jpg


We now have horses connected. I re-MM-ed some of our cities to grow to max happiness. We don't have much to build anymore, so I switch to garrison production. I didn't bother with another settler because the only other spot we discussed settling was taken by Hatty.

http://forums.civfanatics.com/uploads/96336/DMI_VII_AD-0720.Civ4SavedGame
 
I hope the screenshot showing us trading for Masonry is wrong :cry:

We should start on Education, using one of our scientists. If we don't have Masonry we should research Drama next so we can bulb Nationalism with our Great Artist. If we do, then we should bulb Philosophy and start researching Liberalism (to 1 turn left) after Education, so we can grab Gunpowder, Nationalism or Military Tradition with it.

I'd send the troops to the barb city and try and grab that. If we can then that should limit our expansion. We don't really need that big an empire at the moment, once the cossacks come, we'll expand rapidly.

Conroe is UP.
 
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Totally forgot about it. You can blame me for screwing up the entire game plan. :blush:

I knew there was something wrong when we still had Masonry on the table....
 
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Totally forgot about it. You can blame me for screwing up the entire game plan. :blush:

I knew there was something wrong when we still had Masonry on the table....

:lol: It's not as big a deal as the CS from Prophet. We would have to research Drama and the GA wouldn't bulb all of Nationalism, so we would have had to do some. Now we have to research all of Nationalism, so it only costs a few turns.

What do we do with the GA now? Save him for a Golden Age (we need another though) or bulb Drama? Drama might be all right as we will need theatres to expand our borders quickly once we're chasing Domination.
 
then we should bulb Philosophy and start researching Liberalism (to 1 turn left) after Education, so we can grab Gunpowder, Nationalism or Military Tradition with it.
I need to check, but I don't think you can 'bulb philo once you have Paper.

Edit: GS will give edu and PP before philo

What do we do with the GA now? Save him for a Golden Age (we need another though) or bulb Drama?
We can use him to bring Thebes or some other good city out of revolt. I was thinking Drama was a pretty cheap tech. Might be able to 'bulb Theology down the road ...

Edit: GA will be either Drama or Divine Right

Conroe is UP.
Got it ...
 
I was tempted to burn both of our Great Scientists on Education and immediately begin building Universities. But as Ozbenno pointed out, we still have an opportunity to 'bulb Philosophy. So I switched research to Education and burned the first GS. That took Education from 44 turns to a more reasonable 18 turns.

I also cracked the :whipped: in Yekaterinburg and reconfigured Rostov to grow. These changes would, temporarily, take Education back to 21 turns.

According to the demographics, we were ranked last in troops and were tied for last in GNP. :eek: I counted a grand total of 5 cottages in our meager empire. Laying down cottages would end up being my priority during the turnset. By the time my set was over, we were up to 5th place in GNP. Even though I built quite a few troops, we were still ranked last, though, in power. I followed Kodii's lead and concentrated builds on troops. But I eventually had to slow them down once they started costing us too much money.

As the cottages were laid down and we grew the population to actually work them, our finances started to improve. I was eventually able to raise the research slider a notch to 60%. We're still losing money (-1gpt). And there are still quite a few cottages to be laid down, as well.

I hooked up the incense and silver in our horse city of Yaroslavl' after the borders popped. The wine remains to be connected, though. The remaining Worker at the city still has movement. With the proximity of the barb city, and the barbs having roads, I wanted the next player to be aware of the Worker being there. So far, I've only seen Archers coming out of the city ...

dmi71000adwinesqn1.jpg


The other barb city down south has walls. I didn't feel like suiciding a sword on a barb city, so I left them fortified. The city will periodically train an Archer to suicide against our swords. One of them is up to 8xp. Just 2xp more and we can build the Heroic Epic!

dmi71000adbarbcityhj7.jpg


Hatty's Catapult has been kind enough to start pounding on those defenses for us.

After Hatty and GW both learned Civil Service, I decided to trade it away. Louis was unwilling to trade with us, as he feared we were becoming too advanced. So I made this deal with Khan:

dmi7920adkhantradehk4.jpg


Construction is nice, but I really wanted Currency for the extra foreign trade route income. And did it ever make a difference! It allowed me to complete Education on the last turn of my set.

dmi71000adeducationbt0.jpg


I queued up a couple of Universities and then hit the lightbulb on our remaining GS ...

dmi71000adphilosophyrl3.jpg


With Education and Philosophy in hand, I queued up Liberalism next. It is currently showing at 21 turns. That should come down, as more of the cottages mature. So far, we've got a monopoly on Paper ... so we should get the free tech from Liberalism. Another GS is due out in about 5 turns. An Academy, maybe?

I played 14 turns to get us back to an even number. The save is attached ...
 

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Nice work Conroe, more cottages is indeed a priority!

I suppose the big question is what do we want to get from Liberalism? Nationalism or Military Tradition. If the former, just research Liberalism and grab Nationalism, if we want to go for the gamble, leave Liberalism with 1 turn left, research Nationalism and then grab Military Tradition, if one of the Ai gets Education, we can grab Gunpowder as a consolation from Liberalism.

If we get another GS, then an academy would be great in capital.

Novogord or capital for Heroic Epic?

Until we get to Military Tradition we should look at working cottages and employing whatever scientists we can.

Mighty Dwaarf is UP!
 
Research liberalism down to one turn. If none of the AIs have education then, we can research nationalism while eyeing the tech screen very carefully.
 
Got it will have plenty of time Fri night to play.

I agree with idea of researching Lib to 1 turn then we can decide on whether to gamble on taking Mil trad from it. Now we have Education I assume we should be looking at Uni's in our most scientific cities and generally increasing sci and mil output where possible.
 
I agree with researching up to 1 turn but we should supplement this by getting some exploration (horse Archer?) to amke sure we have met as many AI's as possible so we dont lose it to one we haven't met on the other end of the continent.

Looking good

Ralph
 
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